Adhesive. The golem adheres to anything that touches it. A Huge or smaller creature adhered to the golem is also grappled by it (escape DC 15). Ability checks made to escape this grapple have disadvantage. Fire or acid damage suppresses the adhesive quality of the golem until the end of its next turn.
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.
Regeneration. The golem regains 10 hit points at the start of its turn if it is in the area of a Web spell.
Spider Climb. The golem can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the golem knows the exact location of any other creature in contact with the same web.
Web Walker. The golem ignores movement restrictions caused by webbing
Multiattack.
The golem makes three attacks, two with its slam and one with its bite.
Slam.
Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) damage and the target is subjected to the golem’s Adhesive trait
Bite.
Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) piercing damage plus 9 (2d8) poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Description
CREDITS: Dungeon Dad
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