Large Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points 125 (12d10 + 65)
Speed 30 ft.
STR
22 (+6)
DEX
9 (-1)
CON
22 (+6)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Damage Vulnerabilities Bludgeoning
Damage Resistances Piercing, Slashing
Damage Immunities Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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.

Absorb Elements. Any damage that would be dealt to the golem via elemental magic is absorbed. Damage absorbed this way is added to its next attack until a new element is absorbed. 

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) bludgeoning damage. (1d4) Absorbed Elemental Damage.

Crystal Burst. The golem casts the Hail of Thorns spell at 3rd level, shooting crystals from its back toward enemies.

Description

Crystal golem spawns are magical constructs cut and chiseled from Vitae crystal to appear as tall, impressive statues. Like other golems, they are nearly impervious to spells and most ordinary weapons. Their hardened body's are great for deflecting blows from slashing and piercing  weapons, but brittle structure makes them susceptible to bludgeoning attacks.

Riderstrong

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