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 melee attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 7) bludgeoning damage.
Argent Shot (Recharge 1). The guard fires a 3-shot burst of Argent energy in a 240ft. area. Each creature in that area must make a DC 12 Constitution saving throw, taking 13 (3d8) lightning damage on a failed save, or half as much damage on a successful one.
Charged Argent Shot (Recharge 4). The guard fires a charged shot of Argent energy in a 350ft. area. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one.
Description
Due to the ongoing success of his hell energy fueled golems, T'ranycus decided to continue to bolster hell's forces by creating a guard for the prisons in hell. Being the simplest of the Argent powered golems, they are the easiest to defeat. However they often come in higher numbers than the others, still making them a serious threat to those who dare trespass in the Underrealms.
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