Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Unusual Nature. The golem doesn’t require air, food, drink, or sleep.
Overheating. If the golem takes more than 50 points of fire or lightning damage (combined) during 1 combat round, the golem becomes stunned until the end of its next turn.
Multiattack. The War golem makes 2 attacks choosing Medium Laser Array, SRM-6 and AC-20 or 2 LRM-20 Attacks.
Medium Laser Array. Ranged Spell Attack: +8 to hit, reach 120 ft., 4 Rays. Target takes (2d6) (7) fire damage per ray. Rays can target different targets but no target can be more than 30 feet from each other.
AC-20 Ranged Spell Attack: +8 to hit, reach 120 ft., One Target. Target takes (10d6) (35) bludgeoning damage.
SRM-6 Ranged Spell: Range 120 ft. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes (12d6) (42) fire damage on a failed save, or half as much damage on a successful one.
LRM-20 Ranged Spell: Range 240 ft. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes (14d6) (49) fire damage on a failed save, or half as much damage on a successful one. This attack cannot target anything withing 120 ft of the golem.
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