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.
Labyrinthine Recall. The golem can perfectly recall any path it has traveled.
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 5) bludgeoning damage.
Greataxe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) slashing damage.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 5) piercing damage.
Charge. If the golem moves at least 10ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 strength saving throw or be pushed up to 10ft. away and knocked prone.
Spellcasting. Maze 1/day: (As the spell maze). DC 20 Intelligence check to escape.
Description
A brass golem is most often forged to resemble a minotaur. Until activated, it appears as a large, brass statue armed with a gleaming greataxe.
A brass golem exists to fulfill one goal, set at the time of its creation. It waits with absolute patience until activated, then it becomes a terrible instrument of destruction. If its goal becomes unattainable-- for example, if it was created to guard a temple that no longer exists-- the brass golem loses its enchantment entirely and becomes nothing more than a statue.