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.
Heated Body. A creature that touches the black iron golem or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Hammer. Melee Weapon attack, +13 to hit, has a reach of 10 feet, hits in a 10 foot square, on hit, do (3d10 + 7) bludgeoning damage and (2d10 + 4) fire damage
Magma Breath (Recharge 6). The golem exhales pool of magma in a 15 foot cone, each creature in that area must make a DC 19 Dexterity saving throw, taking 10d8 fire damage on a failed save, or half as much on a successful one, this pool lingers for 5 rounds, and stepping in this area deals 10d8 fire damage.
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