Storm Absorption. Whenever the golem is subjected to lightning or thunder damage, it takes no damage and instead regains a number of hit points equal to the damage dealt.
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.
Multiattack. The golem makes two melee attacks.
Cannon Ball. Ranged Weapon Attack: +13 to hit, range 50 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Anchor. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Crashing Wave (Recharge 6). The golem rips his hand through the water splashing in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) bludgeoning damage on a failed save, or half as much damage on a successful one.
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