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Homebrew, Dungeon Dad

Wax Golem CR: 7

Medium construct, unaligned
Armor Class: 17 (Natural Armor)
Hit Points: 112 (15d8 + 45)
Speed: 30 ft

STR

11 +0

DEX

16 +3

CON

16 +3

INT

5 -3

WIS

10 +0

CHA

4 -3

Damage Immunities: Acid, Poison, Psychic; Bludgeoning, Piercing, & Slashing from Nonmagical Weapons that aren't Adamantine
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60', Passive Perception 10
Languages: Understands the language of its creator but doesn't speak
Challenge Rating: 7 ( 2900 XP)
Proficiency Bonus: +3

Malleable Body. Whenever the golem is hit with a melee weapon attack, the creature making the attack must succeed on a DC 15 Strength (athletics) check, or the weapon becomes lodged in the golem’s body and pulled out of the creatures hands.

Melting Point. When the golem is reduced to 40 or less hit points, it begins to melt rapidly as the volatile magic that created it causes it to burn up. During this time, all creatures within 10 feet of the golem take 3 (1d6) fire damage at the start of their turn.

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 slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 8 (1d8) fire damage.

Fireball (Recharge 5-6). The golem chooses a space within 150 ft. of it. Each creature in a 20-foot-radius sphere must make a DC 15 Dexterity save. A target takes 28 (8d6) fire damage on a failed save, or half on a success. The fire spreads around corners and ignites flammable objects that aren't being worn or carried.


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