17 (natural armor)
178 (17d10+85)
walk 30 ft.
poison, psychic; bludgeoning, piercing, 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
10
The statue is immune to any spell or effect that would alter its form.
The statue has advantage on saving throws against spells and other magical effects.
The statue's weapon attacks are magical.
As a bonus action, the golem targets one creature it can see within 30 feet of it. The target must succeed on a DC 17 Charisma saving throw, or all magic items in its possession are teleported to the bottom of the pit in area 31.
The statue makes two slam attacks.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
The statue targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.