Elemental Absorption. Whenever the golem is subjected to magic damage, it absorbs the damage type, replacing the previous (if any). This damage type is used whenever "elemental damage" is mentioned. If it does not have an elemental damage absorbed, use bludgeoning damage instead. It is resistant to whatever its active elemental damage is (except bludgeoning).
Immutable Form. The golem is immune to any spell or effect that would alter its form, unless cast by its creator.
Inorganic Nature. The golem is immune to disease and poison.
Magic Weapons. The golem’s attacks are magical.
Elemental Sturdiness. If the golem is reduced to 0 hit points, it enters an unactive state for 10 minutes. If it is healed before the end of the 10 minutes, it becomes active again. If it takes damage before the end of the 10 minutes, it must make a DC 15 constitution saving throw, or die.
Elemental Burst. On death, the golem shatters The crystal it is made of explodes, dealing 4d4 elemental damage and 2d4 force damage to everything within 10ft of it. The crystal is salvageable for half its original mass afterwards.
Punch. The golem makes an unarmed melee attack, +2 to hit, on a hit, it deals 1d4+2 bludgeoning damage and 1d4+2 elemental damage.
Slam. The golem makes an unarmed melee attack, +2 to hit, on a hit, it deals 1d4+2 bludgeoning damage and 1d4+2 elemental damage to the target, and deals 1d4+2 bludgeoning damage to the golem. The target must make a DC 17 strength check, or be knocked prone.
Chromatic Orb. The golem makes a ranged (60ft) spell attack, +2 to hit, on a hit, the target takes 3d8 elemental damage.
Chromatic Burst. The golem releases its current elemental damage in all directions. Every creature within 10ft of it take 3d8 elemental damage, and must succeed a DC 15 strength check or be pushed 10ft backwards.
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