# Golem, Tar *Medium* *Construct* *unaligned* - **Armor Class:** 14 (natural armor) - **Hit Points:** 119 (14d8+56) - **Speed:** walk 30 ft. climb 30 ft. - **Challenge Rating:** 7 (2,900 XP) - **Source:** Tome of Beasts 3, page 218 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 18 (+4) | 9 (-1) | 18 (+4) | 7 (-2) | 10 (+0) | 5 (-3) | - **Skills:** perception +0 - **Damage Vulnerabilities:** cold - **Damage Immunities:** fire, poison, psychic; nonmagic bludgeoning, piercing, and slashing attacks not made with adamantine weapons - **Condition Immunities:** charmed, exhaustion, frightened, petrified, poisoned, prone - **Senses:** darkvision 60', passive Perception 10 - **Languages:** understands the languages of its creator but can't speak ### Special Abilities - **Construct Nature:** Doesn't require air food drink or sleep. - **Fire Hazard:** 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. - **Hardened Tar:** 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. - **Immutable Form:** Immune: form-altering spells/effects. - **Magic Resistance:** Advantage: spell/magic effect saves. - **Magic Weapons:** Weapon attacks are magical. - **Noxious Smoke (Burning Only):** 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). - **Spider Climb:** Difficult surfaces even ceilings no ability check. ### Actions - **Multiattack:** Three Slam attacks. - **Slam:** Melee Weapon Attack: +7 to hit, 5 ft., one target, 13 (2d8+4) bludgeoning damage. ### Bonus Actions - **Quench (Burning Only):** Puts out fire on it deactivating Fire Hazard. - **Draw Flames:** Extinguishes up to 10 ft. cube of nonmagical fire within 5 ft. of it drawing fire into itself and activating its Fire Hazard.