Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a 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 both magical and physical.
Paragon Fortitude. Divide this creature's health by 3. The creature has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. When a pool is reduced to zero, all ongoing conditions and effects affecting the creature end. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. If all hit point pools are reduced to zero, the creature is killed.
Paragon Fury. The creature may take one additional turn in each round of combat for each of its hit point pools that have been reduced to zero. The creature determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn the creature gains is inserted immediately after any one PC’s turn in the initiative order.
Multiattack. The golem makes two melee attacks.
Lightning Fist. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) lightning damage.
Swipe. Melee Weapon Attack: +13 to hit, reach 10 ft., multiple targets. Hit: 23 (3d10 + 7) slashing damage.
Stomp (recharge 3 rounds of combat).The golem stomps the ground with such force that it shakes the earth in every direction for 60 feet. Each creature in that area must make a DC 15 Dexterity saving throw or be knocked prone on a failed save.
Fire Breath (Recharge 4 rounds of combat). The golem exhales flames in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
Collateral Damage. Each time the golem uses its fire breath, the resulting flames ignite the forest surrounding its lair in 10x10 circles. This area of the lair becomes untraversable. In addition, any creature caught in the area takes 20 (4d8) fire damage at the start of their turn until they leave the area. Lastly, roll a d6 to determine if a tree falls from the collateral damage. 1-4, nothing happens. 5-6 a tree falls nearby the fire, forcing any nearby characters within a 30 ft line to make a DC 15 Dexterity saving throw as a reaction to dodge the falling tree or take 45 (10d8) force damage.
Fracture. Each time the golem stomps the ground, roll a d6. 1-4, nothing happens. If you roll a 5-6, then the golem's blow causes the ground to rupture and a fissure forms. Once three fissures have formed, a 10x10 square chasm forms wherever there is the most concentration of creatures. Each creature in that area must make DC 15 Dexterity saving throw or fall into the chasm. Any creature that falls into the chasm, drops a distance of 40 feet and take (4d6) damage.