Dust Jackets. When reduced to 200 health or 100 health, the golem may remove all on-going effects on itself.
Shifting Stacks. The golem can Disengage as a bonus action.
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 poetry attacks.
Slam Poetry. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (4d4+2) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked back 10 feet.
The golem can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The golem regains spent legendary actions at the start of its turn.
Hush. The golem casts silence in a 10ft. sphere centered on itself. This effect lasts 1d4 rounds.
Book It. The golem moves up to 30ft in a straight line without provoking attacks of opportunity. Any creatures are in spaces that the golem would traverse must make a DC 12 Strength saving throw or be knocked prone.
Late Fee (Costs 2 Actions). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 15 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.
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Posted Apr 20, 2021I love this. The special abilities made me laugh.