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 magical.
Multiattack. The golem makes two ranged attacks and one melee attack.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Machine guns: fire a hail of bullets in a 15ft arc. 15 DC dex save or take 4d10 damage.
Maul. Melee Weapon Attack: [rollable]+13, 3d8+5 bludgeoning damage. Dex save 18 to not be knocked prone and take half damage.
Laser cannon. fire in a straight line for 120ft dealing 1d100 damage, requiring a dex 16 save.
Mortar strike (Recharge 6). The mech fires a mortar barage in a 15-foot ring. Each creature in that area must make a DC 19 Constitution saving throw, taking 20 (5d8) damage on a failed save, or half as much damage on a successful one.
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