Actions/Abilities/Traits: (D&D 5e)
Action
Multiattack
The golem makes two slam attacks.
Action
Slam
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Action
Slow (Recharge 5-6)
The golem 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.
Special
Immutable Form
The golem is immune to any spell or effect that would alter its form.
Special
Magic Resistance
The golem has advantage on saving throws against spells and other magical effects.
Special
Magic Weapons
The golem's weapon attacks are magical.
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Golem Antimagic
harmed by cold and water (5d10, 2d8 from areas and persistent damage); healed by acid (area 2d8 HP); slowed by earth
Ability
Impose Paralysis
Circumstance: Trigger: The stone golem hits a slowed creature.
The creature must succeed at a DC 30 Fortitude save or become paralyzed for 1 round.
Ability
Inexorable March
The stone golem Strides up to its Speed, pushing back each creature whose space it moves into and damaging them if they try to stop its movement. A creature can attempt to bar the way by succeeding at a DC 34 Fortitude save. On a critical success, the resisting creature takes no damage; otherwise it is damaged as if hit by the golem's fist.
Ability
Slowing Pulse
(arcane, concentrate, transmutation) Each creature in a 10-foot emanation must succeed at a DC 30 Fortitude save or be slowed 1 for 1 minute. The golem can't use Slowing Pulse again for 1d4 rounds.
Ability
Vulnerable to Stone to Flesh
A stone to flesh spell negates the golem's golem antimagic and its resistance to physical damage for 1 round. A flesh to stone spell reverses this effect immediately.
Offense
Melee
Circumstance: combat round (melee)
fist +24 [+19/+14] (magical, reach 10 feet), Damage 2d10+13 bludgeoning
Trait
Construct
A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Trait
Golem
Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.
Trait
Mindless
A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.
Immunity
acid
bleed
death effects
disease
doomed
drained
fatigued
healing
magic (see below)
mental
necromancy
nonlethal attacks
paralyzed
poison
sickened
unconscious
Perception
darkvision
Resistance
physical 10 (except adamantine)