Large Construct, Unaligned
Armor Class 18 (natural armor)
Hit Points 75 (8d10 + 35)
Speed 30 ft.
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
12 (+1)
WIS
8 (-1)
CHA
1 (-5)
Saving Throws STR +9, CON +8
Skills Arcana +4, Athletics +9, Investigation +4, Perception +2
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 9
Languages Voidsong (Encrypted)
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Time Distortion. Creatures within 60 ft of the golem have disadvantage on initiative rolls.

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.

Innate Spellcasting. The golem's spellcasting ability is Intelligence (Spell save DC 13). It can cast the following spells, requiring no material components. It does not need to concentrate on these spells.

Actions

Multiattack. The golem uses Time Jump (if available) and makes two Temporal Slam attacks.

Temporal Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 6) bludgeoning damage, and the target must make a DC 15 Constitution saving throw. On a failed save, they can't take reactions until the end of their next turn.

Time Jump (recharge 5-6). One target within 60 ft of the golem must make a DC 15 Constitution saving throw. On a failed save, it is sent forward briefly in time, disappearing. The creature reappears in its space at the end of it's next turn. If the space is occupied, it is shunted to the nearest unoccupied space.

Monster Tags: construct

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