21 (natural armor)
300 (24d12 + 144)
walk 40 ft.
fire, lightning, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 120 ft.
understands the languages of its creator but can't speak
18
+6
Whenever the golem is subjected to lightning damage, it takes no damage. Instead, its weapon attacks deal an extra 11 (2d10) lightning damage until the end of its next turn. Also until the end of the golem's next turn, any creature that touches it or hits it with a melee attack while within 5 feet of it takes 11 (2d10) lightning damage.
The golem is immune to any spell or effect that would alter its form.
The golem has advantage on saving throws against spells and other magical effects.
The golem's weapon attacks are magical.
The golem makes two attacks: one with its slam and one with its sword, or it uses its Magnetic Pulse and then its Spinning Cleave.
Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 25 (3d10 + 9) bludgeoning damage.
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 28 (3d12 + 9) slashing damage.
The golem makes a sword attack against each creature within 10 feet of it.
The golem raises its arms and unleashes a magnetic pulse. All unattended metal objects within 30 feet of it are pulled to an unoccupied space within 5 feet of the golem. Each creature wearing metal armor or made of metal within 30 feet of the golem must succeed on a DC 20 Strength saving throw or be pulled to an unoccupied space within 5 feet of the golem, then fall prone.