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Ice Golem
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{{Statblock|name=Ice Golem|size_alignment=Large construct, unaligned|ac=20 (Natural Armor)|hp=240|speed=30 ft.|str=24|dex=9|con=20|int=3|wis=11|cha=1|saves=|skills=|resistances=|immunities=Cold, Force, Poison, Psychic; Bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine|vulnerabilities=Fire|condition_immunities=Charmed, exhaustion, frightened, paralyzed, petrified, poisoned|senses=Darkvision 120 ft., Passive Perception 10|languages=Understands the languages of its creator but can't speak|cr=12 (8,400 XP)|traits='''Cold and Force Absorption.''' Whenever the golem is subjected to Cold or Force damage, it takes no damage and instead regains a number of hit points equal to the Force 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 Weapon Attack:'' +13 to hit, reach 5 ft., one target. ''Hit:'' 3d8+7 bludgeoning damage and 2d8 Cold damage. '''Sword.''' ''Melee Weapon Attack:'' +13 to hit, reach 10 ft., one target. ''Hit:'' 3d10+7 slashing damage and 2d10 Lightning damage. '''Cold Blasts (Recharge 5β6).''' The golem blasts three volleys of ice lasers that strike up to three creatures. Each target has to beat a DC 19 Constitution saving throw or take 45 (10d8) Cold damage on a failed save, or half as much damage on a successful one.}}
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