Spell Absorption. Whenever the golem is subjected to a spell, part of the magic is absorbed. The golem can summon forth cursed spirits from the gem to use the same spells it has been subjected to during the combat.
Technique Adaption. Whenever the golem is damaged by a class ability, the golem retains how the skill was used and gains the ability to use it through one of its cursed spirits.
Magical Siphon. Whenever a magical ability or spell is cast within 25 feet of the golem, some of the magical energy is siphoned to power it and heals the golem for 15 hit points.
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.
Low Power. The golem is unable to move or make any action other than Summon Cursed Spirits until it has reached half of its maximum hit points.
Multiattack. The golem makes two melee attacks and uses its Summon Cursed Spirits ability.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Summon Cursed Spirits. The golem summons up to two cursed spirits from its gem anywhere within a 25 foot radius of the golem. Each spirit is capable of performing one spell or technique acquired from its Spell Absorption or Technique Adaption abilities. Spirits use the ability modifiers and spell save DC of the original user for spell casting and techniques. After performing a spell or technique, the spirit is reabsorbed into the gem.
Spell Deflection. In response to a spell attack missing the golem, it causes that spell to hit another creature within 120 feet of it that it can see.
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