Large Construct, Neutral
Armor Class 18 Natural armor
Hit Points 75 (10d10 + 20)
Speed 20 ft.
STR
16 (+3)
DEX
10 (+0)
CON
14 (+2)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Damage Vulnerabilities Radiant
Damage Resistances Fire
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 60, Passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Bleak Overdrive. The golem’s defenses evolve as it takes damage. It gains the following abilities when it is reduced to the corresponding hit point thresholds.

Witchoil Wards (60 hp). At the start of each of the golem’s turns, dull runes etched in its torso flash with crimson light; creatures within 5 feet of the golem when this happens must make a DC 15 Wisdom saving throw. Creatures who fail this saving throw are deafened until the start of the golem’s next turn, as the wails of the spirits in the witchoil overwhelm them. This ability is lost when Howl of Souls is activated.
Howl of Souls (40 hp). The howl of a hundred trapped souls issues forth from the golem’s armor. Any creature that starts its turn within 5 feet of the golem or enters within that area for the first time on its turn must make a DC 15 Wisdom saving throw. If it fails,
the creature is blinded and deafened until the start of the golem’s next turn. This ability is lost when Hollow Stalker is activated.
Hollow Stalker (20 hp). Combat damage has torn away plates of armor and cracked the golem’s torso, leaving only a lean skeleton of rusted steel. The golem drips witchoil as it speeds across the battlefield. The golem’s speed increases to 30 feet and it gains a climbing speed of 15 feet.

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.
Witchoil Infused. The golem’s body leaks witchoil from most orifices. Whenever it takes damage, all creatures within 5 feet of it take 3 (1d6) necrotic damage and gain vulnerability to radiant damage until the start of the golem’s next turn.

Actions

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

Hardwick

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