Iron Golem
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.