Fire/ Lightning Absorption. Whenever the golem is subjected to fire or Lightning damage, it takes no damage and instead regains a number of hit points equal to the fire or lightning 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.
Adamantine Shell. Any critical hit against the golem becomes a normal hit.
Multiattack. The golem makes three melee attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Glaive. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Plasma discharge (Recharge 6). The golem exhales plasma in a 20-foot sphere centered on the golem . Each creature in that area must make a DC 19 Constitution saving throw, taking 33 (6d8) fire damage and 33 (6d8) lightning damage on a failed save, or half as much damage on a successful one.
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