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Monster

Glasswork Golem

Medium Construct · Unaligned

The Wild Beyond the Witchlight Page 193
Armor Class 13
Hit Points 36 (8d8)
Speed Walk 30 ft.
CR 2
STR 13 +1
DEX 10 +0
CON 10 +0
INT 1 -5
WIS 10 +0
CHA 1 -5

Traits

False Appearance

If the golem is embedded in a window and motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the golem move or act, that creature must succeed on a DC 18 Intelligence () check to discern that the golem is animate.

Immutable Form

The golem is immune to any spell or effect that would alter its form.

Regeneration

The golem regains 10 hit points at the start of its turn. If the golem takes bludgeoning or Thunder damage, this trait doesn't function at the start of the golem's next turn. The golem is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.

Unusual Nature

The golem doesn't require air, food, drink, or sleep.

Actions

Multiattack

The golem makes two Glass Sword attacks.

Glass Sword

Melee Weapon Attack +3 to hit, reach 5 ft., one target. 5 () Slashing damage.

Bonus Actions

Dazzling Light Recharge 5

Magical, colored light springs from the golem in a 15-foot cone. Each creature in the cone must succeed on a DC 10 Constitution saving throw or be for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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