Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Weapons. The golem's weapon attacks are magical.
Multiattack. The golem makes three melee attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.
Ray of Magic Destruction (Recharge 6). The golem sends out a 30 foot ray in a 30-foot arch. Each creature in that area must make a DC 19 Dexterity saving throw, taking damage from all saved d6s in the Magic Cache and 45 (10d8) force damage on a failed save, or half as much damage on a successful one. The golem takes the same amount of damage dealt.
Preparations. In response to being reduced to 90 HP or less, the Anti-Arcane Golem expends all three legendary reactions to use Arcane Drain at once. On it's next turn, if the golem takes no actions, it may turn any d6s in the Magic Cache into d10s.
The golem can take 3 legendary actions. It can take only one legendary action 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.
Arcane Drain. The golem siphons the magic energy of a creature with a spike. The golem targets a character within 60 ft that it can see. A spike shoots from it's wrist and makes purchase in target's flesh. The target expels its highest level spell slot and the golem adds1d6 per spell slot to their Magic Cache.
Theurgical Shield. A shield of magical energy envelops the golem. The golem expends any number of saved d6s from its Arcane Cache and gains that much temp HP.
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