Fire Absorption (Minor). Whenever the golem is subjected to fire damage, it heals 2d4 hit points
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.
Slippery. Golem has advantage on checks against being grappled.
Magic Weapons. The golem's weapon attacks are magical.
Antimagic Cone. The golem creates an area of antimagic, as in the antimagic field spell, in a 30-foot cone originating from it. At the start of each of its turns, the golem decides which way the cone faces and whether the cone is active.
Improper Destruction. When the golem reaches 0 hit points on a roll of 5 or below on a d20 the golem violently implodes after 3 turns dealing 10d10 force damage to all creature within 5 ft of it.
Multiattack. The golem makes two melee attacks.
Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) piercing damage.
Sword. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
Dagger Strike: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (2d6 + 3) piercing damage
Clockwork Overcharge (Recharge 5-6). The golem expends 1 charge that grants it either one extra action (if this action is used to attack they are done so at disadvantage) or heal 2d8 +8 hit points. 2 charges may be expended at once to nullify disadvantage, or 3 to triple the healing dice. (7 Charges)
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