Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains twice the number of hit points equal to the fire damage dealt.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Water Absorption. water attacks raise its AC by +1
Multiattack. The golem makes three melee attacks and one ranged attack.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.
Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) slashing damage.
Cross Bow. Ranged attack: + 14 to hit, reach 130 ft three targets hit (3d10+8)
Magma Breath (Recharge 4). The golem exhales magma in a 35-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, dieing on a failed save, or 6d10 on a successful one.
Recharge. allows the golem to Regan health dealt against it in a turn
Lair and Lair Actions
pool of lava
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