Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire 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.
Anti-Magi Net. The golem chooses one creature that is Large or smaller within 60 ft. of it. The target must make a DC 19 Dexterity saving throw or suffer 13 (3d8) lightning damage and be Restrained.
While Restrained in this manner, the target cannot cast spells that require Somatic components as their hands are bound and unable to move efficiently. A creature can attempt to escape on its turn by making a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
Arcane Salvo. The golem casts the Magic Missile at a random level from 1 to 6. Roll a d6 to determine the level of the spell.
Incapacitating Mist (Recharge 5-6). The golem emits a white, pleasantly odorous mist that muddies the mind of those who inhale it. All creatures within 30 feet of the golem must make a DC 19 Constitution saving throw or become Incapacitated for 2 rounds.
A creature can repeat the saving throw at end of each of their turns, ending the effect on themselves on a success.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Negate Spell (3/day). When the golem sees a creature within 60 ft. of it casting a spell, it may use its reaction to attempt to nullify the casting of the spell.
If the spell is 3rd level or lower, the spell is nullified and the spell slot is lost. If the spell is 4th level or higher, the creature casting the spell must make a DC 19 ability check using their spellcasting ability. On a failed check, the spell is nullified and the spell slot is lost; on a successful check, the spell is cast as normal.
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