Actions/Abilities/Traits: (D&D 5e)
Action
Multiattack
The golem makes two melee attacks.
Action
Poison Breath (Recharge 6)
The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
Action
Slam
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Action
Sword
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Special
Fire Absorption
Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Special
Immutable Form
The golem is immune to any spell or effect that would alter its form.
Special
Magic Resistance
The golem has advantage on saving throws against spells and other magical effects.
Special
Magic Weapons
The golem's weapon attacks are magical.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Breath Weapon
(arcane, necromancy, poison) The iron golem exhales poisonous gas in a 10-foot radius centered on the corner of one of the iron golem's squares. The gas persists for 1 round. Any creature in the area (or that later enters the area) is exposed to the iron golem's poison. The golem can't use its Breath Weapon again for 1d4 rounds.
Ability
Golem Antimagic
harmed by acid (6d10, 2d8 from areas and persistent damage); healed by fire (area 2d8 HP); slowed by electricity
Ability
Inexorable March
The iron golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a DC 37 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise, it is damaged as if hit by the golem's fist.
Ability
Iron Golem Poison
(poison) Any drained value from this poison is reduced by 1 every hour. Saving Throw DC 33 Fortitude; Maximum Duration 4 rounds; Stage 1 2d6 poison and drained 1 (1 round); Stage 2 4d6 poison and drained 2 (1 round); Stage 3 8d6 poison and drained 3 (1 round).
Ability
Vulnerable to Neutralize Poison
Casting neutralize poison on the golem deactivates its Breath Weapon for 1 minute.
Ability
Vulnerable to Rust
Magical rusting effects, like a rust monster's antennae, affect the iron golem normally.
Offense
Melee
Circumstance: combat round (melee)
fist +28 [+23/+18] (magical, reach 10 feet), Damage 3d10+12 bludgeoning
Trait
Construct
A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Trait
Golem
Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.
Trait
Mindless
A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.
Immunity
bleed
death effects
disease
doomed
drained
fatigued
fire
healing
magic (see below)
mental
necromancy
nonlethal attacks
paralyzed
poison
sickened
unconscious
Perception
darkvision
Resistance
physical 15 (except adamantine)