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Ice Golem

Large construct, any
Armor Class 13 (Natural Armor)
Hit Points 114hp (12d10+48) 12d10+48
Speed 30ft

STR
21 +5
DEX
11 0
CON
19 +4
INT
3 -4
WIS
10 0
CHA
3 -4

Damage Vulnerabilities fire
Damage Immunities cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Languages understands Aquan, and Auran but can't speak
Challenge 7


Frost Absorption. Whenever the golem is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt.   Ice Walking. Ice and snow are not considered difficult terrain for the golem.   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: +8 to hit, reach 5 ft., one target. Hit: 18 ( 3d8+5 ) bludgeoning damage.   Cone of Cold. (Recharge 6) The golem exhales icy cold air in a 60-foot-cone. Each creature in that area must make a DC 15 Constitution saving throw. A creature takes [roll:8d8} cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.


 

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