Adamantine Body. Any critical hit made against the golem becomes a normal hit.
Force Reflection. Whenever the golem is subjected to force damage, it takes no damage and instead reflects a beam of energy. One creature that the golem can see within 60 feet of it must succeed on a DC 15 Dexterity saving throw or take force damage equal to the force damage that would've been dealt to the golem.
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.
Siege Monster. The golem deals double damage to objects and structures.
Multiattack. The golem makes one Sword attack and one Shield Bash attack.
Sword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) magical slashing damage plus 16 (3d10) force damage.
Shield Bash. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (3d8 + 9) magical bludgeoning damage, and the target must succeed on a DC 23 Strength saving throw or be knocked prone.
The golem can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The golem regains spent legendary actions at the start of its turn.
Advance. The golem moves up to half its speed without provoking opportunity attacks.
Force Cleaver (Costs 2 Actions). The golem makes one Sword attack. On a hit, the target takes an additional 16 (3d10) force damage, and must succeed on a DC 23 Strength saving throw or be pushed up to 10 feet away and knocked prone.
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