21 (natural armor)
189 (18d10 + 90)
walk 30 ft.
acid, cold, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
charmed, exhaustion, frightened, paralyzed, petrified, poisoned
darkvision 120 ft.
understands the languages of its creator but can't speak
16
+5
When the golem hits a creature with an opportunity attack, that creature's speed becomes 0 for the rest of the turn.
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 melee attacks.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.
The golem emits a burst of radiant light in a 20-foot radius. Each creature in the area must make a DC 18 Constitution saving throw. On a failed save, a creature takes 18 (4d8) radiant damage and is blinded until the end of its next turn. On a success, the creature takes half as much damage and is not blinded.