Cold and Thunder Absorption. Whenever the golem is subjected to cold or thunder damage, it takes no damage and instead regains a number of hit points equal to half the damage dealt, rounded down.
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.
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to ice and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified as an ice sculpture.
Blizzard (3 per day). The golem summons a blizzard of hail and frigid winds in a 30 ft. radius. All other creatures must succeed on a DC 14 Constitution saving throw or take 7 (2d6) bludgeoning damage, plus 7 (2d6) cold damage, plus 7 (2d6) thunder damage on a failed save or half as much damage on a success.
Summon Snowmen (1 per day). The golem summons 4 Abominables in empty spaces adjacent to it. These creatures act as allies to the golem and obey its mental commands. All Abominables summoned this way melt away if the golem is defeated.
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