14
82 (11d10+22)
walk 30 ft.
Str +6, Dex +8
Athletics +6, Perception +9
bludgeoning, piercing; slashing from nonmagical weapons that aren't adamantine.
cold, fire, poison, psychic
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 60 ft.
Understands the languages of its creator but can't speak
9
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.
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 can move across the surface of water as if it were harmless, solid ground. This trait works like the water walk spell.
The lotus golem makes two arcane water attacks.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d12 + 2) bludgeoning damage plus 7 (2d6) force damage.