Lotus Golem

Large construct (golem), Unaligned

Armor Class

14

Hit Points

82 (11d10+22)

Speed

walk 30 ft.

Saves

Str +6, Dex +8

Skills

Athletics +6, Perception +9

Damage Resistances

bludgeoning, piercing; slashing from nonmagical weapons that aren't adamantine.

Damage Immunities

cold, fire, poison, psychic

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 60 ft.

Languages

Understands the languages of its creator but can't speak

Challenge

9

Arcane Pool

The lotus golem absorbs energy from nearby spellcasting. Most lotus golems hold 1 charge point at any given time but can hold up to 4. As a bonus action while casting a spell within 5 feet of the lotus golem, the golem's controller can expend the golem's charge points to cast the spell without expending a spell slot. To do so, the controller must expend a number of charge points equal to the level of the spell.

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.

Water Walker

The golem can move across the surface of water as if it were harmless, solid ground. This trait works like the water walk spell.

Actions

Multiattack

The lotus golem makes two arcane water attacks.

Arcane Water

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d12 + 2) bludgeoning damage plus 7 (2d6) force damage.