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 melee attacks.
Chain Rake. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage. If the target is a creature, it is wounded. At the start of each of the wounded creature's turns, it takes 2 (1d4) necrotic damage for each time the golem has wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on success.
Cleaving Whirlwind (Recharge 5-6). Each creature within 10 feet of the golem must succeed on a DC 14 Dexterity saving throw or take 13 (2d8+4) slashing damage and be knocked prone. Until the start of the Golem's next turn, any creature that moves within 10 feet of it must succeed on a DC 14 Dexterity saving throw or 13 (2d8+4) slashing damage.
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