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.
Devil's Sight. Magical darkness does not impede the golem's darkvision.
Multiattack. The golem makes two melee attacks or one attack with it's necrotic beam.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) bludgeoning damage.
Necrotic Beam (Recharge 6). The black crystal in the golem's chest emits a beam of necrotic energy in a 20-foot line. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (6d8) necrotic damage on a failed save, or half as much damage on a successful one.
Description
The gods often used prison golems to guard those who were so evil and nefarious that they could not be trusted to be guarded by living beings. In even rares occasions they were deployed to prisons of dead inmates who's influence persisted past their expiration date. On the later of these two, the golems themselves could be corrupted by the vile energies of those they guarded.
Lair and Lair Actions
While inside the confines of the prison it guards, the golem is assisted by the automatic defences of the prison itself. On initiative count 20 (losing initiative ties), the prison takes a lair action from one of the following.
- The prison casts darkness in the centre of the main chamber, but the golem is unaffected per its devil sight ability.
- The prison summons four void terrors to attack intruders.
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