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 magical effects.
Magic Weapons. The golem’s weapon attacks are magical.
Unusual Nature. The golem doesn’t require air, food, drink, or sleep.
Multiattack. The golem makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6) poison damage.
Hypnotic Gaze. The golem chooses one creature that it can see within 15 feet of it. If the target can see the golem, it must succeed on a DC 11 Wisdom saving throw or be charmed by the golem until the end of the golem’s next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, the golem can use its bonus action to maintain this effect, extending its duration until the end of its next turn. However, the effect ends if the golem moves more than 15 feet away from the creature, if the creature can’t see the golem, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, the creature is immune to the Hypnotic Gaze of all candy cane golems for 24 hours.
Deadly Reach. In response to a hostile creature moving into the golem’s reach, it makes one claw attack against that creature.