Immutable Form. The guardian is immune to any spell or effect that would alter its form.
Magic Resistance. The guardian has advantage on saving throws against spells and other magical effects.
Magic Weapons. The guardian’s weapon attacks are magical.
Radiant Reflection. The Guardian reflects Radiant damage, roll a D10. Upon a 10, half the damage is dealt back to the origin. Upon a 1 or a 2, the damage hits the nearest creature within 60 ft. Takes half the damage. Any other results make it bounce off and hit no one.
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Beam Of Warding. Ranged Spell Attack: +10 to hit, range 90/120 ft., Multiple Targets. Targets make a DC 19 Dexterity Saving throw or take 43 (10d8+3) Radiant Damage and be blinded until the start of their next turn. Upon a success, You take half damage and are not blinded.
Protection. The Golem decreases its AC by 1, but gains the ability to make Critical hits into normal hits or gain resistance to everything but Critical Hits, Psychic damage, Necrotic Damage, and Vulnerability.
Reactive Armor. After being hit with a melee or ranged attack, any creature within 5 ft. Of the golem has to make a DC 19 Dexterity saving throw or take 19 (4d8+3) Force damage and be knocked 10 Ft. Away, this does not provoke opportunity attacks. Upon a success you take Half damage.
Shockwave. After a Critical Hit, the golem’s core begins to destabilize, any creatures within 30ft of the guardian make a Dexterity saving throw (DC 19) or take 40 (6d10+10) Force damage and are knocked 5 ft. Away and knocked prone. Upon a Success, you take half damage.
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