War Machine Golem

Gargantuan construct (golem), Unaligned

Armor Class

18 (natural armor)

Hit Points

232 (15d20+75)

Speed

walk 40 ft.

Damage Immunities

poison, psychic; bludgeoning, piercing, slashing from nonmagical weapons that aren't adamantine

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 60 ft.

Languages

Understands Dwarvish but can't speak

Challenge

18

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.

Siege Monster

The golem deals double damage to objects and structures.

Actions

Multiattack

The golem makes two slam attacks and one catapult attack.

Slam

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage.

Catapult

The war machine golem hurls a boulder at a point it can see within 120 feet of it. Each creature within 10 feet of that point must make a DC 19 Dexterity saving throw. On a failure, a target takes 16 (3d10) bludgeoning damage and is knocked prone. On a success, a target takes half the damage and isn't knocked prone.

Fire Breath (Recharge 5-6)

The war machine golem breathes fire in a 60-foot cone. Each creature in the area must make a DC 19 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.

Variant: Beyond Boulders

War machine golems can be built with alternate forms of ammunition for their catapults. When creating such a variant, substitute the appropriate damage for the appropriate damage type. For example, golems with ballistae on their heads deal piercing damage while those that sling flaming pitch deal fire damage. All other effects of the catapult attack remain the same.