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.
Crystal shielding. Any melee attack that misses, the attacker must take 1d8 piercing damage
Multiattack. The golem makes can make 2 attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage + an additional 1 d6 piercing damages from the crystal on its body.
Crystal Explosion. Crystal fly off the golem's body, shooting any creature within 30ft must make a dc14 dexterity saving throw on a failed save they take 5d6 +1 piercing damage. The golem can only do this every hour.
Crystal spikes. The golem punches the ground, crystals spikes arise from the ground stabbing one creature. The creature must make a dc17 saving throw, on a failed save they take 4d8 + 3 piercing damage and be incapacitated .It can only do this once every hour
Description
When a stone golem escapes it's master, if it decides to live in the caves ,it's stone body begins to gain features of its surroundings. Crystals grow on it's body like spikes, it gains blindsight . The golem becomes neutral ignoring its previous masters order, it will not attack a party of adventures out right, it will only become hostile if it sees the party as a threat to it or its caves. A crystal golem makes winding passages of caves, it will tend to its caves like a garden. It will also become hostile if it know you are affiliated with it's previous master.
Lair and Lair Actions
The lair of a crystal golem is a twisting maze of caves, deposits of crystals flourish in the caves. A crystal golem senses everything within its caves.
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