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.
Multiattack. The golem makes two weaponized slam attacks.
Weaponized Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) damage. Roll 1d6 and consult the damage table to determine the type of damage inflicted.
| D6 |
Damage Type |
|---|---|
| 1-2 | Bludgeoning |
| 3-4 | Piercing |
| 5-6 | Slashing |
Pawn (Recharge 5-6). The golem targets one humanoid of its choice that it can see within 10 feet of it, and that is holding a melee weapon. The target must make a DC 17 wisdom saving throw. On a failed save, the target must immediately use its reaction to move up to its speed, and make a melee weapon attack against a creature within its reach of the golem's choosing. If there is no creature within the target's reach, or the target does not have a reaction, the target instead does nothing. This action does not provoke opportunity attacks against the target.
Description
Weapons golems are constructs fashioned from magically twisting, bending, and binding an assortment of metallic melee weapons such as swords, maces, tridents, axes, and warhammers into a tall, humanoid form. The sharp and pointy edges of blades jut out haphazardly all over its body. A head crafted of metal sits on its shoulders. Like other golems, they are nearly impervious to spells and ordinary weapons.
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