20 (natural armor)
243 (18d10 + 144)
walk 30 ft., fly 20 ft.
Wis +5, Cha +0
Perception +5
poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 120 ft., truesight 30 ft.
understands the languages of its creator but can't speak
15
+5
The golem creates an area of antimagic, as in the antimagic field spell, in a 60-foot cone originating from it. At the start of each of its turns, the golem decides which way the cone faces and whether the cone is active.
The golem is immune to any spell or effect that would alter its form.
Whenever the golem is subjected to a damage-dealing spell of 4th level or lower, it takes no damage and instead regains a number of hit points equal to the damage dealt.
The golem has advantage on saving throws against spells and other magical effects.
The golem's weapon attacks are magical.
The golem uses its Antimagic Jolt and makes two melee attacks, or it makes three melee attacks.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage, and the target must succeed on a DC 16 Dexterity saving throw or have a magic collar placed upon its neck. While the target wears the collar, it is magically prevented from speaking and cannot cast any spell. A successful DC 25 Dexterity check using thieves' tools removes the collar.
Each creature within the golem's Antimagic Cone that has the ability to cast a spell of 1st level or higher must make a DC 18 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one.