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<title>Golem, Tar</title>
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<h1>Golem, Tar</h1>
<p><em>Medium</em> <em>Construct</em> <em>unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 14 (natural armor)</li>
<li><strong>Hit Points:</strong> 119 (14d8+56)</li>
<li><strong>Speed:</strong> walk 30 ft. climb 30 ft.</li>
<li><strong>Challenge Rating:</strong> 7 (2,900 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 3, page 218</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>18 (+4)</td>
<td>9 (-1)</td>
<td>18 (+4)</td>
<td>7 (-2)</td>
<td>10 (+0)</td>
<td>5 (-3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +0</li>
<li><strong>Damage Vulnerabilities:</strong> cold</li>
<li><strong>Damage Immunities:</strong> fire, poison, psychic; nonmagic bludgeoning, piercing, and slashing attacks not made with adamantine weapons</li>
<li><strong>Condition Immunities:</strong> charmed, exhaustion, frightened, petrified, poisoned, prone</li>
<li><strong>Senses:</strong> darkvision 60', passive Perception 10 </li>
<li><strong>Languages:</strong> understands the languages of its creator but can't speak</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Construct Nature:</strong> Doesn't require air food drink or sleep.</li>
<li><strong>Fire Hazard:</strong> When it takes fire it bursts into flame. Golem continues burning until it takes cold is immersed in water or uses Quench. A creature that touches burning golem or hits it with melee attack while within 5 ft. of it: 5 (1d10) fire. While burning golem's weapon attacks deal extra 5 (1d10) fire on a hit.</li>
<li><strong>Hardened Tar:</strong> If it takes cold in the same round it is reduced to 0 hp it is paralyzed for 1 min remaining alive. If it takes fire while paralyzed it regains a number of hp equal to the fire dealt. Otherwise it dies when the condition ends.</li>
<li><strong>Immutable Form:</strong> Immune: form-altering spells/effects.</li>
<li><strong>Magic Resistance:</strong> Advantage: spell/magic effect saves.</li>
<li><strong>Magic Weapons:</strong> Weapon attacks are magical.</li>
<li><strong>Noxious Smoke (Burning Only):</strong> While burning gives off poisonous fumes. A creature that starts its turn within 5 ft. of burning golem: poisoned as it remains within 5 ft. of golem and for 1 round after it leaves the area (DC 13 Con negates).</li>
<li><strong>Spider Climb:</strong> Difficult surfaces even ceilings no ability check.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> Three Slam attacks.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +7 to hit, 5 ft., one target, 13 (2d8+4) bludgeoning damage.</li>
</ul>
<h3>Bonus Actions</h3>
<ul>
<li><strong>Quench (Burning Only):</strong> Puts out fire on it deactivating Fire Hazard.</li>
<li><strong>Draw Flames:</strong> Extinguishes up to 10 ft. cube of nonmagical fire within 5 ft. of it drawing fire into itself and activating its Fire Hazard.</li>
</ul>
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