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.
Snowy Forecast: ALL of the golems spells do cold damage instead of their normal damage types. Whenever a creature fails a saving throw to one of the golems spells, they gain 1 stack of Chilled.
Spellcasting: The golem is a spellcaster. Its spellcasting ability is wisdom (spell save DC 17, +9 to hit with spell attacks). The golem has the following spells prepared:
3/day: Burning Hands, Magic Missile, Scorching Ray
2/day: Flaming Sphere, Lightning Bolt
1/day: Fireball, Storm Sphere
Multiattack. The golem makes two slam or beam attacks interchangeably.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Beam. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 14 (2d6 +7) cold damage
Coolant Discharge (Cooldown 3): The golem unleashes a beam of energy up to 20 feet long, 5 feet wide which explodes a 10 foot radius sphere at its end. All creature within the area of effect must succeed a DC 17 dexterity saving throw or take 25 (8d6) cold damage and gain 1 stack of Chilled. On a success, they take half and are not Chilled.
The golem can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The golem regains spent legendary actions at the start of its turn.
Move: The golem moves up to its movement speed.
Spellcasting (1/round): the golem casts a spell it can cast from its spell list.
Slam: the golem makes a slam attack.
Beam: the golem makes a beam attack.
Boss Stomp (1/round): The golem slams the ground beneath it. All creatures within 5 feet of it must succeed a DC 17 strength saving throw or take 16 (2d8+7) bludgeoning damage and be launched 20 feet away. On a successful save, a creature takes half damage and is not launched.
Blizzard (2 actions): The golem creates a raging storm in a 15 foot radius centered on a point it can see within 60 feet. All creatures who enter the radius for the first time or end their turn there must succeed on a DC 17 constitution saving throw or take 7 (2d6) cold damage and gain 1 stack of Chilled. Creatures who succeed take no damage and are not Chilled. This effect stays until the golem uses this feature again
Description
Mechanics:
Ice Shield: The boss is immune to all damage except fire until it is hit with 2 Antifreeze. It is then resistant to all damage except fire until hit by 2 more antifreeze. If it is hit by 2 more antifreeze, it begins to overheat and has disadvantage on all attacks until the end of the triggering creatures next turn.
Chilled: Each stack of Chilled gives -10 movement speed, -1 to d20 rolls, and upon reaching three stacks their movement becomes Zero. A player may remove stacks of freeze by collecting (or being hit with) Antifreeze.
Antifreeze: When a creature is killed, they drop 1 antifreeze. Antifreeze can be picked up by a creature as an item interaction and used as part of that same item interaction to remove 1 stack of Chilled from themselves. Alternatively, it can be thrown as an attack action or bonus action at a creature within 60 feet to remove 1 stack of chilled from them.
Ad Spawn: on initiative count 20, 5 security constructs will spawn. They go at initiative count 0.
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