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<title>War Machine Golem</title>
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<h1>War Machine Golem</h1>
<p><em>Gargantuan</em> <em>Construct</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 18 (natural armor)</li>
<li><strong>Hit Points:</strong> 232 (15d20+75)</li>
<li><strong>Speed:</strong> walk 40 ft.</li>
<li><strong>Challenge Rating:</strong> 18 (20,000 XP)</li>
<li><strong>Source:</strong> Creature Codex, page 205</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
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<tr>
<td>26 (+8)</td>
<td>8 (-1)</td>
<td>21 (+5)</td>
<td>3 (-4)</td>
<td>10 (+0)</td>
<td>1 (-5)</td>
</tr>
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</table>
<ul>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong> understands Dwarvish but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Immutable Form:</strong> The golem is immune to any spell or effect that would alter its form.</li>
<li><strong>Magic Resistance:</strong> The golem has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Magic Weapons:</strong> The golem's weapon attacks are magical.</li>
<li><strong>Siege Monster:</strong> The golem deals double damage to objects and structures.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The golem makes two slam attacks and one catapult attack.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage.</li>
<li><strong>Catapult:</strong> 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.</li>
<li><strong>Fire Breath (Recharge 5-6):</strong> 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.</li>
</ul>
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