Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead adds half the damage inflicted to its next melee attack before the end of its next turn.
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.
Heal. Once per day, the golem can use an action to absorb iron chains within 60 ft visible to it and heal itself for 14 (2d10 + 3) HP.
Multiattack. The golem makes two chain rake attacks.
Chain Rake. Ranged Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Chain Prison (Recharge 6). The golem slams its chains into the ground and they snake along the floor towards its enemies, shooting up to form prisons around them. Every creature within 10 ft around the golem makes a DC 15 Athletics or Acrobatics check or is restrained by the chains. A restrained creature can use its action on its turn to repeat the check.
The chain golem can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The chain golem regains spent legendary actions at the start of its turn.
Move. The chains comprising the golem disperse and reform at a point within a 10 feet radius without triggering an opportunity attack.
Chain Rake (Costs 2 Actions). The chain golem makes 1 chain rake attack
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