b'Golem, Brass \n'b'  Family:   Golems  \n'b'  Huge   construct ,  neutral  \n'b'  Armor Class  18 (natural armor)  Hit Points  297 (22d12 + 154)  Speed  40 ft.\n'b' STATS STR: 30 (+10) DEX:  10 (+0)  CON:  25 (+7)  INT:  3 (-4)  WIS:  10 (+0)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Immunities  fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  120 ft., passive  Perception  10  Languages  understands the languages of its creator but can\xe2\x80\x99t speak  Challenge  16 (15,000 XP) \n'b' Special Traits \n'b'   Death Throes . When the brass golem dies, it explodes, and each creature within 30 feet of it must make a DC 15  Dexterity  saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren\xe2\x80\x99t being worn or carried. \n'b'  Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b'  Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b'  Actions \n'b'   Multiattack . The golem makes two  melee attacks . \n'b'  Brass Greatsword .  Melee Weapon Attack : +15 to hit, reach 15 ft., one target.  Hit : 26 (3d10 + 10) slashing damage plus 10 (3d6) fire damage. \n'b'  Slam .  Melee Weapon Attack : +15 to hit, reach 10 ft., one target.  Hit : 23 (3d8 + 10) bludgeoning damage plus 10 (3d6) fire damage. \n'b'  Cinder Cloud (Recharge 5-6) . The golem exhales a swirling cloud of smoke and white-hot embers in a 20-foot radius cloud in front of it. The cloud spreads around corners and everything within it is heavily  obscured . The cloud persists for 1 minute or until wind of 10 miles per hour or greater disperses it. When the cloud appears, each creature in that area must make a DC 15  Dexterity  saving throw. A creature takes 45 (10d8) fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the cloud\xe2\x80\x99s area for the first time or ends its turn there. A creature can only take damage from the cloud once on each of its turns.'