Iron GolemLarge construct
- 16 (15,000 XP)
Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains an amount of health 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.
Maneuvers. The iron golem uses maneuvers (maneuver save DC 20). It has 45 stamina dice which are d8s, a dice limit of 5, regains all expended stamina dice when it finishes a long rest and regains half its total stamina dice (rounded up) when it finishes a short rest, and knows the following maneuvers:
Multiattack. The golem makes two attacks.
Slam. Melee Weapon Attack: +12 to hit, reach 1.5 m. Hit: 20 (3d8 + 7) bludgeoning damage.
Sword. Melee Weapon Attack: +12 to hit, reach 3 m. Hit: 20 (3d8 + 7) slashing damage, or 23 (3d10 + 7) slashing damage if used with two hands.
Poison Breath (Recharge 5–6). The golem exhales poisonous gas in a 4.5-meters cone. Each creature in that area must make a DC 19 Fortitude saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.