False Appearance. If the golem is embedded in coral and is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the golem move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the golem is animate.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Regeneration. The golem regains 10 hit points at the start of its turn. If the golem takes bludgeoning, cold, or poison damage, this trait doesn't function at the start of the golem's next turn. The golem is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.
Unusual Nature. The golem doesn't require air, food, drink, or sleep.
Multiattack. The golem makes two Coral Slash attacks.
Coral Slash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 3) slashing damage.
Strike Growth. The golem may infuse one of its attacks with this ability, this causes the attack to deal an extra 1d4 slashing damage and forces the target to make a DC 12 dex save or become grappled until the end of the targets next turn as coral begins to grow around the target's feet. The target may repeat this save on its turn to attempt to break out sooner as a bonus action.
Description
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