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Ice Golem

From Legends of Kern

Ice Golem

Large construct, unaligned
Armor Class 20 (Natural Armor)
Hit Points 240
Speed 30 ft.

STR 24 (+7)    DEX 9 (-1)    CON 20 (+5)
INT 3 (-4)    WIS 11 (+0)    CHA 1 (-5)

Damage Vulnerabilities Fire
Damage Immunities Cold, Force, Poison, Psychic; Bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
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
Challenge 12 (8,400 XP)

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 5–6). 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.