(Monster) Clockwork Golem

Clockwork Golem

AC: 20

HP: 210 (20d10 + 100)

Speed: 30ft.

STR 24 (+7) DEX 9 (-1) CON 20 (+5) INT 3 (-4) WIS 11 (0) CHA 1 (-5)

Damage immunities: Fire, poison, psychic.

Damage resistances: Piercing, bludgeoning, slashing from nonmagical weapons that aren't adamantine.

Damage weaknesses: Acid.

Condition immunities: Charmed, paralyzed, exhaustion, frightened, petrified, poisoned

Senses: Darkvision 120 ft., detect magic, passive perception 10.

Languages: Understands the language of its creator but cannot speak.

Challenge: 16

Traits:

Immutable Form. The golem is immune to any spells and effects that would alter its form.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golems attacks are magical.

Actions:

Multiattack. The golem makes two melee attacks.

Sword. Melee weapon attack: +13 to hit, reach 5 ft. one target. Hit: 23 (3d10+7) slashing damage.

Slam. Melee weapon attack: +13 to hit, reach 5 ft.one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Whirling Blades. The golem rotates around it's hip axis, with an extended blade in both its hands, causing any creature within 5 ft. to take 23 (3d10 +7) slashing damage.

Stance Change. The golem readjusts its clockwork form from two legs to four, becomes quadrupedal and gains dash as bonus action. It can also perform slam as its bonus action. It loses 5 points of AC and the whirling blades action in this form. Reusing stance change reverts it back to its bipedal form, regaining its armor and whirling blades action.