Hit Absorption. Whenever the golem is subjected to bludging damage, it takes no damage and instead regains a number of hit points equal to the bludging damage dealt.
Flame life. The golem is connected directly to the flame on its head. When the flame goes out it cannot move, and is prone.
Rune skin. The golem has runes covering its body with directions on what it can and cannot do. These ruins can be melted off.
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.
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack:1D6 +8 bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.
Haste [rollable](Recharge 5–6)]. Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
Copy. The golem can use any of the abilities of the creater, depending on how the creater describes in the runes.
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