Force Absorption. Whenever the golem is subjected to fire, cold, acid, thunder, damage, it takes no damage and instead regains a number of hit points equal to the damage dealt.
Resilient. The golem resistant to eny attack type.
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.
Legendary Resistance (5/Day). If Abzu fails a saving throw, he can choose to succeed instead.
Magic Weapons. The golem's weapon attacks are magical.
Magical Powers. Golem can turn invisible at will, as an action golem can cast enlarge/reduce spell 5/day,
Name Magic. Golems produces by name magic. If their name tags is calls or their name stone is removed from the body, they have to stop and deactivated.
Multiattack. The golem makes three melee attacks.
Slam. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: (8d8 + 7) bludgeoning damage.
Shout(no action). The golem shouts in a 300-foot cone. Each creature in that area must make a DC 24 Wisdom saving throw, taking (10d10) psychic damage plus (15d10) magic damage and deafened on a failed save, or half as much damage and no deafened on a successful one.
Kick(2 melee attack). The golem can kick 2 size smaller oponents in combat, if they are in reach of moving range. Melee Weapon Attack +17 to hit, reach is 120 ft(can be changed by the terrain), at 15 feet line zone Hit(40d20) bludgeoning damage and target knocked prone.
Elemental Blade. The golem can evoke a fiery blade in free hand. Melee Weapon Attack +21 to hit, reach is 15 ft, one target Hit(6d20) (fire, cold or lightining) damage
Comments