internal heating. he makes his fist glow red to do an additional d6 of damage although when he does it he takes 1D4 of damage to himself
Multiattack. The golem makes two melee attacks.
iron fist. this is just is hand: +1 to hit, reach 5 ft., one target. Hit: 20 (2d6 + 6) bludgeoning damage.
maul. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: (3d4+3) bludgeoning damage.
fire Breath. The golem spits in a 15-foot cone of fire. Each creature in that area must make a DEX 15 saving throw, taking (5d6) fire damage on a failed save, or no damage on a successful one.
N/a
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
this giant metal machine was made seemingly thousands of years ago because of the amount of rust and vines that have grown on it at this point it is a tad slower than it used to be but still packs a punch
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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