8
39 (6d8+12)
walk 10 ft.
fire
cold, poison; bludgeoning, piercing, slashing from nonmagical attacks
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
blindsight 60 ft. (blind beyond this radius)
3
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.
The golem is immune to any spell or effect that would alter its form.
While in an area of extreme heat, the golem loses 1d6 hit points at the start of each of its turns.
The golem doesn't require air, food, drink, or sleep.
The golem makes three melee attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) cold damage.
Ranged Weapon Attack: +0 to hit, range 60 ft., one target. Hit: 9 (2d6 + 2) cold damage.