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.
Cold Absorption. Whenever the golem is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold 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 melee attacks. Claw/Mace or Back Flail or Fire projector or Ice Projector
Back Flail. Melee Weapon Attack: +8 to hit, reach 20 ft., multiple targets. Hit: 16 (2d8 + 7) bludgeoning damage.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 7) slashing damage.
Mace. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 7) piercing damage.
Fire Projector (Recharge 5). The golem shoots fire in a 25-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.
Ice Projector (Recharge 6). The golem shoots ice in a 25-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
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