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Iron Golem

Large construct · CR 16

Armor Class 20
Hit Points 210 (20d10+100)
Speed 30 ft.
STR 24 +7
DEX 9 -1
CON 20 +5
INT 3 -4
WIS 11 +0
CHA 1 -5
Damage Immunities fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision120 ft. , passive Perception 10
Languages understands the languages of its creator but can't speak

Traits

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.

Actions

Multiattack.
The golem makes two melee attacks.
Slam. Melee/Ranged Weapon Attack: +13 to hit.
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Sword. Melee/Ranged Weapon Attack: +13 to hit.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Poison Breath (Recharge 5-6). Melee/Ranged Weapon Attack: +0 to hit.
The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.