Lightening Absorption. Whenever the golem is subjected to lightening damage, it takes no damage and instead regains a number of hit points equal to the Lightening 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.
Multiattack. The golem makes one Slam and one Sword attack
Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
Sword. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (3d8 + 3) slashing damage.
Frenzy (Recharge 6). The golem makes four blade attacks and one slam attack against the same target and can take the Dash action as a bonus action.
The golem can take one legendary action, choosing from the options below. The dragon regains its spent legendary action at the start of its turn.
Drone. The golem detaches pieces from its body. The pieces assemble themselves into an autonomous drone. In doing so, The golem looses 5 Hit Points. This small construct has a stat block similar to a [monster] Duodrone [\monster], 5 Hit Points, and acts on the golem's turn.
Static Spark. The internal electrical charge of the golem wells up and arcs off of its extremities. Each creature within 5 feet of the golem must succeed on a DC 15 Dexterity saving throw or take 2d6 Lightning damage.
Overdrive. The Golem's hidden mechanisms spin rapidly. The Golem moves it's speed without provoking opportunity attacks.
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