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.
Modular Body. The golem can remove and replace parts of its body so long as the seal is undamaged.
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.
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.
Explosion. Ranged Magic Attack +7 to hit, reach 10 ft. radius circle, one target. Hit: 19 (3d10 + 7) force damage.
Description
Autonomous Golems are created due to build up of magic in the atmosphere, many appear as pests within magic academies and have led to the demise of those who cannot control themselves when it comes to utilizing magic in their lives. Serving no master, the autonomous golem wanders and forges its own path in its life.
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