Traits

Fire Absorption: This iron golem monster from dnd 5e, if it is hit with fire damage, it will not be able to take damage. It instead regains Hit points that are equal to the fire damage.

Invariable Form: The golem is not affected by any spell or effect that could alter its form.

Magic Resistance: The golem has an advantage in saving throws, which are against spells as well as other magical effects.

Magic Weapons: All attacks of the golem’s weapons are magical.

Take Action

Multiattack: The golem-monster can make two Melee attacks.

SlamThis slam attack by the iron golem monster makes a Melee Weapon. Attack: +13 to hit, reach five feet, one target. Hit: 20 (3d8+7) bludgeoning.

SwordThis dnd 5e savage can use this sword attack to make a Melee Weapon Attack. It is +13 to hit, reach 10 feet, and one target. Hit: 23 (3d10 + 7) slashing damage.

Poison Breath (Recharge 5-6): The golem-monster can exhale its poisonous gas in a 15-foot radius. Every creature within that area must make a DC 19 Constitution save throw. Also, each creature should take 45 (10d8) poison damage if a save fails.

Iron Golem Monster DnD 5E: Attributes

AC 20 (Natural Armor).
Alignment Unaligned
CHA 1
CON 20
Challenge Rating 16
Immunities to Condition Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
DEX 9
HP 210 (20d10+100).
INT 3
Immunities Fire, Poison; Psychic, Bludgeoning and Piercing.
Languages Although it understands the language of its creator, it cannot speak.
Passive Perception 10
Roll 0 Slam 1d20 + 133d8+7
Roll 1 Sword 1d20 + 13 d10+7
Roll 2 Poison Breath 1d20 + 0 10d8
STR 24
Senses Darkvision 120 Ft.
Size Large
Speed 30 ft.
Type Construct
WIS 11