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.
Fiery Recharge The golem is resistant to fire damage. When it takes fire damage from a source other than it's own Amber Beam, the number needed to recharge it's Amber Beam is reduced by one for one turn. Alternatively, it can use this charge to deal 2d8 fire damage to creature that strikes it with a melee attack as a reaction.
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Amber Beam (Recharge 5–6). The Amber Golem can use the gems in it's eyes to fire powerful blasts of magical energy at targets. These beams cover a 10ft square, and all creatures inside must make a DC 17 Dexterity saving throw or take 4d8 Fire damage (taking half as much damage on a successful save).
Melee attack - Once per round as a legendary action, the amber golem can make one melee attack against a creature it can see within range
Description
Amber golems are magical constructs cut and chiseled from amber to appear as tall, impressive statues. Like other golems, they are nearly impervious to spells and ordinary weapons. They often have a bird-like head, similar to eagles depicted on sarcophagi and effigies.
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