b'Runeward Golem \n'b'  Family:   Golems  \n'b'  Large   construct ,  unaligned  \n'b'  Armor Class  16 (natural armor)  Hit Points  95 (10d10 + 40)  Speed  30 ft.\n'b' STATS STR: 19 (+4) DEX:  12 (+1)  CON:  18 (+4)  INT:  4 (-3)  WIS:  12 (+1)  CHA:  2 (-4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned   Senses   darkvision  60 ft., passive  Perception  11  Languages  understands commands given in any language but can\xe2\x80\x99t speak  Challenge  6 (2,300 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Frozen Cogwheels . When the golem takes 10 or more cold damage in a single turn, its speed is halved and it can\xe2\x80\x99t take  reactions  or bonus  actions  until the end of its next turn. \n'b'  Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b'  Runebound . The golem is magically bound to a specific warden runestone. As long as the golem and its warden runestone are on the same plane of existence, any creature holding the warden runestone can telepathically  command  the golem as a bonus action. If the golem is left without instructions, it continues to follow its last orders to the best of its ability. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The golem makes two slam attacks. \n'b'  Slam .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) bludgeoning damage and, if the target is a creature, it suffers one of the following effects (golem\xe2\x80\x99s choice):\n'b'\n'b'\n'b' The target must succeed on a DC 15  Strength  saving throw or be knocked  prone  or pushed 10 feet back (golem\xe2\x80\x99s choice). \n'b' The target must succeed on a DC 15  Wisdom  saving throw or be compelled to fight the golem. Until the end of the target\xe2\x80\x99s next turn, it has disadvantage on  attack  rolls against creatures other than the golem. If it attempts to move away from the golem, it must first succeed on a DC 15  Wisdom  saving throw or be unable to move. \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Blinding Beam . One creature within 60 feet of the golem that can see it must succeed on a DC 15  Constitution  saving throw or be  blinded  until the end of the golem\xe2\x80\x99s next turn. \n'b'  Runic Magic . The golem activates the runes engraved on it to gain one of the following benefits until it uses this action again:\n'b'\n'b'\n'b' The golem gains  resistance  to one type of damage. \n'b' The golem gains a +1 bonus to AC and  Dexterity  saving throws. \n'b' The golem\xe2\x80\x99s attacks deal an additional 3 (1d6) force damage on a hit. A creature carrying the golem\xe2\x80\x99s runestone also gains this benefit while it is within 30 feet of the golem. \n'b'\n'b' REACTIONS \n'b'\n'b'  Parrying Grasp . When a creature hits the golem or another creature within 5 feet of the golem with a melee weapon attack, the golem can reduce the damage by 1d10 + 4. If the golem reduces the damage to 0, it also grasps the weapon. If the weapon\xe2\x80\x99s wielder can\xe2\x80\x99t or won\xe2\x80\x99t let go of the weapon, the wielder is  grappled  while the weapon is grasped. While grasped, the weapon can\xe2\x80\x99t be used. A creature can pull the weapon free by taking an action to make a DC 14  Strength  check and succeeding. A runeward golem can have only one corresponding warden runestone, and if that runestone is destroyed, the golem is  incapacitated  until a replacement runestone is created. \n'b'\n'b' ABOUT \n'b' Runeward golems are durable constructs designed to protect their master at any cost. Clad in heavy armor and infused with various protective runes, a runeward golem typically resembles a large humanoid. \n'b' Every runeward golem is bound to a specific runestone, a warden runestone. It must obey the telepathic commands given by anyone holding its stone and continues to do so even if that creature dies. \n'b' Although a runeward golem is a fearsome combatant on its own, it is a protector at its core. Its quick reflexes allow it to fend off attacks made against its master or their allies while the magical runes etched onto its armor infuse both itself and its master with various layers of protection.'