b'Golem, Medicine \n'b'  Family:   Golems  \n'b'  Small   construct ,  neutral good  \n'b'  Armor Class  15 (natural armor) \n'b' Hit Points  18 (4d6 + 8) \n'b' Speed  30 ft.\n'b' STATS STR: 11 (+0) DEX:  18 (+4)  CON:  14 (+2)  INT:  16 (+3)  WIS:  16 (+3)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Arcana  +5,  History  +5,  Nature  +5,  Medicine  +5,  Perception  +5 \n'b' Damage Vulnerabilities  fire \n'b' Damage Immunities  poison \n'b' Damage Immunities   petrified ,  poisoned  \n'b' Senses  passive  Perception  15 \n'b' Languages  Common \n'b' Challenge  3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Constructed Nature . The golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \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'\n'b' ACTIONS \n'b'\n'b'  Fist .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 6 (1d4 + 4) bludgeoning damage. \n'b'  Medicinal Salve (3/Day) . The medicine golem produces a salve and touches one creature. The target receives one of the following magical benefits of its choice: \n'b'\n'b'  Healing . The target heals 2d4 + 2  hit points . \n'b'  Inspiration . The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it 3 times. \n'b'  Resilience . The target gains 2d6 + 3  temporary hit points . \n'b'  Hurl Concoction . The medicine golem uses one of the following options (roll a d4 or choose one); the golem can use each one no more than once per day: \n'b'\n'b'  Acid . The golem hurls a flask of acid.  Ranged Weapon Attack : +6 to hit, range 5/20 ft., one target.  Hit : 7 (2d6) acid damage. \n'b'  Alchemist\xe2\x80\x99s fire . The golem throws a flask of alchemist\xe2\x80\x99s fire.  Ranged Weapon Attack : +6 to hit, range 5/20 ft., one target.  Hit : 2 (1d4) fire damage at the start of each of the target\xe2\x80\x99s turns. A creature can end this damage by using its action to make a DC 24  Dexterity  check to extinguish the flames. \n'b'  Smoke Bomb . The golem hurls a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of the  golem\xe2\x80\x99s  next turn. \n'b'  Grease . The golem hurls a flask of  grease  up to 20 feet away. The flask explodes on impact, creating a 10-foot square area of  difficult terrain . When the  grease  appears, each creature standing in its area must succeed on a DC 14  Dexterity  saving throw or fall  prone . A creature that enters the area or ends its turn there must also succeed on a  Dexterity  saving throw or fall  prone . Water disperses the  grease , which otherwise remains until the end of the  golem\xe2\x80\x99s  next turn. \n'b'\n'b' ABOUT \n'b' This wooden humanoid has a cabinet in its chest filled with a variety of potions and medicines. \n'b' Medicine golems are formed as a result of a curse, usually by transitioning the consciousness of someone who was an expert in medicinal or herbal techniques into a wooden statue. This results in their wooden form, with a medicine cabinet in their torso. In theory, medicine golems are quite helpful in the battlefield by administering to the wooden; in practice, they aren\xe2\x80\x99t needed very much in Faerie because few get sick. Creators of these helpful golems are known to switch out their salves and concoctions with potions already in their possession.'