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.
Aura of Madness. Each creature within 30 feet of the golem and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute and gain a short-term madness. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails the saving throw by 5 or more gains an Indefinite Madness.
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Gaze of Despair. Each non-undead creature within 60 feet of the golem that can see it must succeed on a DC 13 Wisdom saving throw or be charmed. for 1 minute and take 10 (2d6 + 3) psychic damage, filling them with thoughts of depression and emptiness. A charmed target can repeat the saving throw at the end of each of its turns, ending the charmed condition on itself on a success.
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