Medium construct, neutral
Armor Class 15 (natural armor)
Hit Points 68 (8d8 + 32)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 9 (-1) | 18 (+4) | 6 (-2) | 10 (+0) | 5 (-3) |
Damage Immunities fire, 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
- Aura of Sickness. Creatures who begin their turn within 10 feet of the golem must make a DC 15 Constitution saving throw. On a failed saving throw, the creature is poisoned for 1 minute. If a creature ends its turn outside the 10-foot area, it can repeat the saving throw, ending the effect on a success. If the creature succeeds or if the effect ends for it, it is immune to the golem’s aura of sickness for 24 hours.
- 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 Weapon. The golem’s weapon attacks are magical.
Actions
- Multiattack. The golem makes two slam attacks.
- Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.