Armory Exploit. The Objects that make up the golems body can be removed or destroyed. with the exception of its slam attack, an attacker can choose to disable one of the armory golems attacks on a critical hit. alternatively the attack can attempt to destroy the golems focus instead of disabling one of its attacks.
Focus Weakness. a creature grappling the armory golem can take its action its action to remove the golems focus by succeeding on a DC15 Strength Check. if its focus is removed or Destroyed, the armory golem must make a DC8 constitution saving throw at the start of each of its turns. on a success, the armory golem continues working properly, but repeats the saving throw the next round at 1 DC higher. on a failure, the golem dies, falling into a heap of armaments.
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 Golems weapon attacks are magical
Multi-Attack: The Armory Golem makes any two weapon attacks.
Slam: Melee weapon attack: +8 To hit, Reach 5ft, one target. hit: 11 (1d12 + 5) Bludgeoning Damage.
Polearm Strike. Melee Weapon attack: +8, Reach 10ft, One target. hit: 11 (1d12 + 5) Piercing Damage.
Crossbow Barrage. Ranged Weapon Attack: +5 to hit, Range 80/320 ft. one target. hit 11 (2d8 + 2) Piercing Damage
Shield Wall (Recharge 4-6). The Golem Reconfigures its construction, moving shields and armor to encase its body. it regains 10 HP, and its AC increases by 2 until the end of its next turn.