Antimagic Field. Golem emites an antimagic field in 15 ft. radius from his core, it is permanently turned on and acts like 8th level Abjuration Spell - Antimagic Field.
Magic Weapons. The golem's weapon attacks are magical.
Charge. If the golem runs at least 20 feet straight line toward a target and the make a sam attack on the same turn, the target takes extra 7 (2d6) bludgening damage. If the target is a creature, it must succed on a DC 17 Strenght saving throw or be knocked prone. Others creatures on his run path need to make DC 13 Dexterity or be pushed back 5 feet, knocked prone and take 5 bludgening damage.
Multiattack. The golem makes two slam attacks or one rock attack.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 21(3d10 + 5) bludgeoning damage.
Description
Stone golems are magical constructs cut and chiseled from stone to appear as tall, impressive statues. Like other golems, they are nearly impervious to spells and ordinary weapons.
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