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 attacks with its hammer.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Charged Bolt (Recharge 5–6).
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes(20) 4d8 lightning damage on a failed save, or half as much damage on a successful one.
As a bonus action, the Golem can alter its mode from one of the 3 options below.
Charged Shield: The Golem directs its innate charge towards defending itself. Any creature that successfully strikes the Golem within melee range takes 1d6 (3) lighting damage.
Charged Hammer: The Golem directs its innate charge towards its Hammer. Melee attacks deal an additional (5) 1d8 lighting damage, in addition, the target must also succeed a Constitution saving throw, DC 13, or be stunned until the end of their next turn.
Charged Sight: The Golem directs its innate charge towards its arcane eyes, granting advantage on all perception checks. In addition, the golem is under the effects of detect magic while this mode is active. The Golem may also focus this gaze on up to 6 targets as if casting the slow spell, under a DC 13 (Wis) save.
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