Large Construct (Metallic), Typically Lawful Good
Armor Class 19 (natural armor)
Hit Points 199 (19d10 + 95)
Speed 30 ft., Swim 40 ft.
STR
24 (+7)
DEX
20 (+5)
CON
21 (+5)
INT
3 (-4)
WIS
13 (+1)
CHA
10 (+0)
Skills Perception +11
Damage Immunities Lightning, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 21
Languages Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Aquatic Weaponry. The golem doesn't have disadvantage when attacking underwater.

Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the 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.

Actions

Multiattack. The golem makes two attacks or it makes one melee attack and uses draconic weapons if it can.

Armblade. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage plus 9 (2d8) lightning damage or 18 (4d8) lightning damage if the target is underwater.

Auto Crossbow. Ranged Weapon Attack: +10 to hit, range 100/400 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) lightning damage or 22 (5d8) lightning damage if the target is underwater, and the golem can choose to push the target up to 10 feet away from the golem.

Draconic Weapons (Recharge 5-6). The golem uses one of the following options.

Frightful Presence. Each creature of the golem's choice that is within 60 feet of the golem and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the golem's Frightful Presence for the next 24 hours.

Discharge. The golem emits lightning in a 20-foot cube each creature in that area must make a DC 18 Dexterity saving throw or take 36 (8d8) lightning damage on a failed save or half as much on a success. The golem then regains 18 (4d8) hit points. 

Repulsion Breath. The golem exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 18 Strength saving throw. On a failed save, the creature is pushed 45 feet away from the dragon.

OctopuswithFish

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