Alchemical Infusion. Syringes on the golem’s back pierce its
silver hide and infuse it with a powerful admixture. At the start
of its turn, the alchemical golem can select one of the following
infusions. Each infusion lasts until the start of its next turn. The
golem can’t use multiple infusions at once.
Brimstone: The golem takes 7 (2d6) 2d6 necrotic damage when it
activates this infusion. The golem can breathe poison as an
action. In addition, any creature that starts its turn within 5 feet
of the golem must succeed on a DC 16 Constitution saving
throw or be poisoned until the start of the creature’s next turn.
Quicksilver: The golem takes 14 (4d6) 4d6 necrotic damage when it
activates this infusion. The golem’s silver hide turns to shifting
quicksilver, increasing its speed to 40 feet and granting it
resistance to damage to which it is not already immune.
Salt: The golem takes 17 (5d6) 5d6 necrotic damage when it
activates this infusion. The golem’s silver hide is covered with
salt crystals, increasing its AC by 3. The golem’s slam attacks
deal an extra 14 (4d6) piercing damage and the ground within
20 feet of the golem becomes difficult terrain for 1 hour.
A creature can force an adamantine syringe into the golem’s
body with a successful DC 25 Strength check while grappling
the golem, nullifying its current infusion and dealing 35 (10d6) 10d6
piercing damage to it.
Elemental Expulsion. Whenever the golem takes acid, cold, fire,
or lightning damage, all creatures within 20 feet of the golem
must make a DC 16 Dexterity saving throw, taking damage equal
to the damage the golem took on a failed save, or half as much
damage on a successful one.
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.
Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) 2d8+4 bludgeoning damage. Poison Breath (Brimstone Infusion Only; Recharge 5-6). The golem exhales poisonous fumes in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 31 (9d6) 9d6 poison damage on a failed save, or half as much damage on a successful one.