Fire Absorption. All Fire damage is halved.
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 melee attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (3d8 + 7) bludgeoning damage.
Sword. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d10 + 7) slashing damage.
Ember Rifle (Recharge 6). The cadet discharges their weapon and releases lightning in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking (5d8) Lightning damage on a failed save, or half as much damage on a successful one.