Large Construct, Any Good Alignment
Armor Class 24 (natural armor)
Hit Points 470 (19d20 + 90)
Speed 30 ft.
STR
26 (+8)
DEX
9 (-1)
CON
22 (+6)
INT
14 (+2)
WIS
17 (+3)
CHA
12 (+1)
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 120 ft., Passive Perception 30
Languages Understands the languages of its creator can speak
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Slow (Recharge 5–6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

if it misses it will get a second attack with disadvantage (basically a return swing

Description

these beings magical constructs cut and chiseled from stone to appear as tall, impressive statues. Like  golems, they are nearly impervious to spells and ordinary weapons. However it does have a will of it's own.

Lair and Lair Actions

places of import decorated with statues

J0N

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