Chrysalis Form. Whenever the Chrysalis Golem is subjected to any form of damage, it instead takes half damage. Until it is dealt 50 damage, where it goes into a chrysalis of its own making. Inside the chrysalis it is immune to all forms damage and it cannot be the target of spells. It awakens at the end of it next turn. When the Golem is awoken it has gained immunity to the damage type(s) that made it go into its chrysalis, and it deals damage of the same type when making attacks.
Immutable Form. The Chrysalis Golem is immune to any spell or effect that would alter its form.
Magic Resistance. The Chrysalis Golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Chrysalis Golem's weapon attacks are magical.
Crystal Defender. The Golem, if aware of a threat, is always facing it. Unless the target is invisible, hidden, or the Golem is unable to move.
Slam. Melee Weapon Attack: +6 to hit, range 5 ft., 1 target. Hit: 15 (1d12 + 9) bludgeoning damage + an additional Hit: 15 (1d12 + 9) damage, this type of damage depends on the golems form.
Crystal Spike. Ranged Weapon Attack: +6 to hit, range 20/80 ft., 1 target. Hit: 15 (1d12 + 9) piercing damage + an additional Hit: 15 (1d12 + 9) damage, this type of damage depends on the golems form. The Chrysalis Golem can only use this attack if it was dealt damage from a ranged attack or ranged spell attack before it entered its chrysalis.
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