Ammunition: The golem has can hold up to 6 poisoned darts before it needs to be manually reloaded by another creature, which takes 1 minute. When encountered, the golem can be assumed to have its full complement of darts, or the DM can roll 1d6 to determine the number of darts remaining. At the DM 's option, the type of poison can be altered.
Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.
Multiattack: The golem makes two attacks: one with its spear and one with its blowgun or two with its spear.
Spear: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (ld6 + 2) piercing damage.
Blowgun: Ranged Weapon Attack: +4 to hit, range 25/100 ft., one target. Hit: 3 piercing damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 hour. While poisoned, the target is unconscious. The target wakes up if it takes further damage, or if another creature uses an action to shake it awake.
Description
A 5-foot-tall humanoid-shaped creature composed of bamboo stakes stiffly approaches. Its head is a lumpy gourd with carved eyes glowing pale green. One arm is blackened and sharpened to a point, while the other is hollow. As it closes, a red-fletched dart shoots out of its hollow appendage.
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