Golem, Tar
Medium Construct, unaligned
Armor Class 14 (natural armor)
Hit Points 119 (14d8+56)
Speed walk +30, climb +30
Challenge 7
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.
Source: Tome of Beasts 3 · OGL/Open