Ice Golem

Large construct, unaligned

Armor Class

16 (natural armor)

Hit Points

152 (16d10+64)

Speed

30 ft.

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

Senses

darkvision 60 ft.

Languages

understands the languages of its creator but can't speak

Challenge

8

Frozen Aura

Intense cold radiates from the golem in an aura with a 20-foot radius. A creature that starts its turn in that area takes 3 (1d6) cold damage. Additionally, the ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a DC 12 Dexterity saving throw or fail prone.

Ice Walk

The golem ignores difficult terrain caused by ice.

Icy Death

When the golem is reduced to 0 hit points, it shatters in an explosion of jagged ice. Each creature within 10 feet of it must make a DC 15 Dexterity saving throw, taking 10 (3d6) piercing damage and 10 (3d6) 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.

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 plus 4 (1d8) cold damage.