| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 9 | −1 | −1 |
| CON | 20 | +5 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 11 | +0 | +0 |
| CHA | 1 | −5 | −5 |
Immutable Form. The golem can’t shape-shift.
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 two attacks using Slam, and if available he uses Slow.
Slam. Melee Attack Roll: +10, reach 5 ft. Hit: 15 (2d8 + 6) Bludgeoning damage plus 9 (3d8) Force damage.
Slow (Recharge 5–6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Slow (Recharge 5–6). The golem casts the Slow spell, requiring no spell components and using Constitution as the spellcasting ability (spell save DC 17).
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