Ice Golem

Medium construct, neutral

Armor Class

14 (natural armor)

Hit Points

71 (11d8 + 22)

Speed

30 ft.

STR

16 (+3)

DEX

12 (+1)

CON

14 (+2)

INT

2 (-4)

WIS

10 (+0)

CHA

1 (-5)

Damage Immunities

cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 60 ft., passive Perception 10

Languages

understands the languages of its creator but can’t speak

Challenge

5 (1,800 XP)

Icy Destruction. When the golem dies, it shatters in an explosion of jagged ice shards, and each creature within 15 feet of it must make a DC 13 Dexterity saving throw, taking 10 (3d6) piercing damage and 7 (2d6) cold damage on a failed save, or half as much damage on a successful one.

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 can make two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) cold damage.

Cold Breath (Recharge 5–6). The golem exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

medium
construct
cr5
tome-of-horrors