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.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Intoxicate (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 the target is intoxicated, 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.
Description
Cellar golems are magical constructs pulled together from all forms of items found in a cellar. Like other golems, they are nearly impervious to spells and ordinary weapons. It's body is mainly wood from the kegs and wine racks it is made from.
Lair and Lair Actions
If the cellar Golem remains in the Cellar it was created in, it heals for 10 HP every round by replacing lost parts with objects around it. This happens for 10 rounds, after that the room is empty and nothing of use to the Golem remains. If the Golem has been burnt by magical or non-magical means it can't regenerate.
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