The large creature’s rough, humanoid form is made of durable brick or stone, and its demonic face is shaped from flame.
Large construct, neutral
Armor Class 16 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 20 ft.
|19 (+4)||9 (–1)||18 (+4)||3 (–4)||10 (+0)||1 (–5)|
Damage Immunities fire, poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks not made with adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 10 (5,900 XP)
- 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.
- Construct Nature. A golem doesn’t require air, food, drink, or sleep.
- 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.
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.
Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.