Lightning Charge. Whenever the golem is subjected to lightning damage, it takes no damage and instead charges its battery a number of rounds equal to the amount of damage divided by ten, rounded up.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
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: +10 to hit, reach 5 ft., one target. Hit: 20 (2d6+4) bludgeoning damage.
Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (2d8 + 4) slashing damage.
Thunder Wave. As a reaction to taking damage from a melee attack or magical spell or effect, the Iron Golem can force any creature or object within 15 feet to make a DC17 Constitution saving throw. Failing the throw means taking 3d6 thunder damage and being stunned, on a success you take half damage and are not stunned. A stunned creature can repeat the saving throw at the end of every turn
Description
A large golem chained to a nearby wall by 60ft of chain. The cable provides its power to the golem, and if the cable (AC15, 35hp) is destroyed then the golem has to rely on its internal battery. It has enough charge to survive for 4 rounds, and when lightning charge applies, it charges the battery by the number of rounds it says
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