Large Construct, Neutral
Armor Class 13
Hit Points 123 (13d10 + 52)
Speed 30 ft.
STR
19 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
15 (+2)
WIS
10 (+0)
CHA
5 (-3)
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Immutable Form. The golem is immune to any spell or effect that would alter its form.


Inertial Armour. The golem is considered to be under the effect of a mage armour spell. A dispel magic spell can remove this effect until the golem’s next Short Rest.


Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem’s weapon attacks are magical.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.

Mind Blast (Recharge 5-6). The golem magically emits psychic energy in a 60-foot cone. Each creature that area must succeed on a DC 13 Intelligence saving throw or be stunned 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.

Tulpamancer

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