Fire Absorption. Whenever the golem is subjected to Fire damage, it takes no damage and instead regains a number of hit points equal to the Fire damage dealt..
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.
Reflective Crystal: Whenever the Golem is target by a spell that would deal elemental damage, roll 1d6. On a six it takes no damage and instead reflects it back to the caster dealing same amount of damage.
Shatter: When the golem is reduced to 0 hit points it explodes into a shower of crystalline shards. Each creature within 15ft must make a DC 15 Dex saving throw or take 14 (4D6) Piercing damage.
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. If the target is a creature, it must succeed on a DC 16 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 (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.
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