| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +7 |
| DEX | 9 | −1 | −1 |
| CON | 20 | +5 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 11 | +0 | +0 |
| CHA | 1 | −5 | −5 |
Fire Absorption. Whenever the golem is subjected to Fire damage, it regains a number of Hit Points equal to the Fire damage dealt.
Immutable Form. The golem can’t shape-shift.
Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.
Multiattack. The golem makes two attacks, using Bladed Arm or Fiery Bolt in any combination.
Bladed Arm. Melee Attack Roll: +12, reach 10 ft. Hit: 20 (3d8 + 7) Slashing damage plus 10 (3d6) Fire damage.
Fiery Bolt. Ranged Attack Roll: +10, range 120 ft. Hit: 36 (8d8) Fire damage.
Poison Breath (Recharge 6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 55 (10d10) Poison damage. Success: Half damage.
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Posted Sep 17, 2026The really big buff is the poison breath goes from a 15ft cone to 60ft. That changes it from generally only hitting one, maybe two players, to almost always hitting the entire party. Additionally now having the 120ft firebolt to give it an effective ranged attack. Before iron golems were only really dangerous in a confined space, otherwise you can just run from it and pelt it with cantrips or magic arrows pretty easily.
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Posted Sep 17, 2026I get what you mean, and I definitely feel they should have kept some benefit for adamantine weapons. But realistically its not much of a nerf, and the hp probably makes it a buff. By the time the PCs are fighting a cr 16 monster, in almost every game, all the weapon users will have at least a basic magic weapon. And if they try to fight the iron golem at a low level before they get these weapons, its not going to matter whether the golem is immune or not, they are still going to be squashed!