Homebrew, Dungeon Dad
Malleable Body. Whenever the golem is hit with a melee weapon attack, the creature making the attack must succeed on a DC 15 Strength (athletics) check, or the weapon becomes lodged in the golem’s body and pulled out of the creatures hands.
Melting Point. When the golem is reduced to 40 or less hit points, it begins to melt rapidly as the volatile magic that created it causes it to burn up. During this time, all creatures within 10 feet of the golem take 3 (1d6) fire damage at the start of their turn.
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: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 8 (1d8) fire damage.
Fireball (Recharge 5-6). The golem chooses a space within 150 ft. of it. Each creature in a 20-foot-radius sphere must make a DC 15 Dexterity save. A target takes 28 (8d6) fire damage on a failed save, or half on a success. The fire spreads around corners and ignites flammable objects that aren't being worn or carried.