| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +10 |
| DEX | 9 | −1 | −1 |
| CON | 20 | +5 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 11 | +0 | +0 |
| CHA | 2 | −4 | −4 |
Immutable Form. The golem can't shape-shift.
Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.
Multiattack. The golem makes two attacks, using Crystal Slam or Crystal Beam in any combination.
Crystal Slam. Melee Attack Roll: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) Bludgeoning damage plus 6 (1d10) Radiant damage.
Crystal Beam. Ranged Attack Roll: +9, range 120 ft. Hit: 22 (4d10) Radiant damage.
Crystal Burst (Recharge 5–6). The golem slams its fists into the ground, causing crystal spikes to erupt beneath. Each creature within a 10-foot radius must make a DC 17 Dexterity saving throw; on a failed save, taking 23 (5d8) Piercing damage and being restrained by crystal spikes, or half as much on a successful one. The target can make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check at the end of each of its turns to break free.
Crystal Blinding light (Recharge 5–6). The golem emits a wave of crystal light in a 20-foot radius. Each creature in the area must succeed on a DC 17 Wisdom saving throw or be blinded until the end of its next turn.
Spell Reflection. If a spell attack misses the golem, the attack roll is rerolled against the spellcaster.
Legendary Action Uses: 2. Immediately after another creature's turn, The golem can expend a use to take one of the following actions. The golem of lore regains all expended uses at the start of each of its turns.
Crystal Strike. The golem makes one attack, using Crystal Slam or Crystal Beam.