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.
Multiattack. The golem makes two melee attacks or it makes one melee attack and uses draconic weapons if it can.
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 22 (5d8) fire damage.
Draconic Weapons (Recharge 5-6). The golem uses one of the following options.
Frightful Presence. Each creature of the golem's choice that is within 60 feet of the golem and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the golem's Frightful Presence for the next 24 hours.
Emit Flame. The golem emits flaming gas in a 30-foot radius centered on the golem, each creature in that area other than the golem must make a DC 18 Dexterity saving throw or take 27 (6d8) fire damage on a failed save or half as much on a success. The golem then regains 9 (2d8) hit points.
Sleep Breath. The golem releases sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 5 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
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