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.
Eyes of Magic. The golem changes its eye color at the end of its turn to indicate what beam it will activate next: orange (disintegrate), green (slow), silver (stone to flesh).
Core of Amber. The golem's core can be targeted, if its chest is opened, requiring two consecutive DC 20 Strength checks. The core has an AC of 20 (25 if only partway exposed), with 50 hit points, resistance to all damage except thunder. If destroyed, the golem become inert. The core can also be forcefully removed by succeeding on a DC 25 Strength check. A failure on this check causes the target to take 1d10 lightning damage.
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the golem hits a target with both attacks, that creature is grappled and restrained (escape DC 15).
Slow (Recharge 5–6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 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.
Disintegrate (1/Day). The golem casts disintegrate, DC 16. A creature that is reduced to zero hit points by this spell turns to amber shards.
Petrify (1/Day). The golem casts flesh to stone, DC 16.
Forceful Slam. The golem takes any creature it has grappled and slams them into the floor. The golem makes an attack roll with advantage (+10), which deals 13 (2d12) damage. The target must succeed on a DC 15 Constitution saving throw or be stunned until the end of their next turn.
Brutal Throw. The golem takes any creature it has grappled and tosses them up to 30 ft. away. If the creature comes into contact with another target, both creatures must succeed on DC 15 Dexterity saving throws or take 12 (3d6) bludgeoning damage and be knocked prone.
Amber Form (Bloodied Reaction). The golem immediately casts dispel magic, targeting up to 3 effects within 60 ft. Its skin begins to glow as well, increasing its AC by 2 until the end of its next turn and forcing each creature within 30 ft. to succeed on a DC 15 Constitution saving throw or be blinded until the end of their next turn.
Heating Up (First Round). The golem immediately moves up to its speed without provoking opportunity attacks and makes two slam attacks with advantage.
Shockwave (Second Round). The golem slams its foot into the ground, sending shockwaves out from it. Each creature within 15 ft. of the golem must succeed on DC 16 Constitution saving throws or be knocked prone and take 1d6 bludgeoning damage.
Laser Blast (Third Round). The golem's eyes swell with energy, and it releases blasts from its eyes. Each creature within 15 ft. of the golem must succeed on a DC 16 Dexterity saving throw, taking 26 (4d12) force damage on a failure or half as much on a success.
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