Medium construct, neutral
Armor Class 14 (natural armor)
Hit Points 71 (11d8 + 22)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 12 (+1) | 14 (+2) | 3 (-4) | 10 (+0) | 3 (-4) |
Damage Immunities cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 5 (1,800 XP)
Special Traits
- Icy Destruction. When the golem dies, it shatters in an explosion of jagged ice shards, and each creature within 15 feet of it must make a DC 13 Dexterity saving throw, taking 10 (3d6) piercing damage and 7 (2d6) cold damage on a failed save, or half as much damage on a successful one.
- 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.
Actions
- Multiattack. The golem can make two slam attacks.
- Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) cold damage.
- Cold Breath (Recharge 5-6). The golem exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.