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Description

The large creature's rough, humanoid form is made of durable brick or stone, and its demonic face is shaped from flame.

Guardian of Fire

Certain fire cultists protect their sanctums in a surprising way. Those who seek to defile the holy altar of such cults find that it's capable of defending itself. The altar quickly takes a humanoid shape and destroys or drives out all who fail to show proper obeisance to the sacred flame, searing them with a holy inferno or crushing them with scorching fists of brick. These golems are found in larger, more important fire temples and seldom appear anywhere else.

Construct Nature

A golem doesn't require air, food, drink, or sleep.

Traits

Aversion to Water

If the golem takes cold damage or is doused with at least three gallons of water, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Death Burst

When the altar flame golem is reduced to 0 hp, it explodes into shards of hot stone and fire. Each creature within 15 feet of it must make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. An altar flame golem is not immune to the fire damage of another altar flame golem's death burst and doesn't absorb it.

False Appearance

While the golem remains motionless, it is indistinguishable from an altar bearing an eternal flame.

Fire Absorption

Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hp equal to the fire damage dealt.

Immutable Form

The golem is immune to any spell or effect that would alter its form.

Magic Resistance

The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons

The golem's weapon attacks are magical.

Actions

Multiattack

The altar flame golem makes two slam attacks.

Slam

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 11 (2d10) fire damage.

Flame Breath (Recharge 5–6)

The golem breathes fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.