b'Golem, Nanotech \n'b'  Family:   Golems  \n'b'  Large   swarm of Tiny constructs  (robot),  unaligned  \n'b'  Armor Class  19 (skymetal armor)  Hit Points  210 (20d10 + 100)  Speed  40 ft., fly 40 ft.\n'b' STATS STR: 22 (+6) DEX:  16 (+3)  CON:  20 (+5)  INT:  3 (-4)  WIS:  11 (+0)  CHA:  4 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +8,  Con  +10,  Wis  +5  Skills   Perception  +5,  Stealth  +8  Damage Resistances  bludgeoning, piercing, slashing  Condition Immunities   charmed ,  frightened ,  grappled ,  paralyzed ,  petrified , poison, psychic,  prone ,  restrained ,  stunned   Senses  darkvision 60 ft., passive  Perception  15  Languages  Common, Terran  Challenge  14 (11,500 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  All-Around Vision . The golem sees in all directions at once. \n'b'  Comm . The golem can receive wireless communications (and thus commands from its creator) at planetary range. \n'b'  Electrical Weakness . The golem has disadvantage on saving throws against lightning damage. If the golem rolls a natural 1 on the save it is  stunned  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'  Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b'  Magic Immunity . A golem is immune to any spell or spell-like ability that allows a saving throw unless the spell specifically targets constructs. In addition, certain spells and effects function differently against the golem as follows.\n'b'\n'b'\n'b' The golem can be affected by discharge spell but has a unique  reaction  to the spells. If the golem fails a saving throw against the spell, it becomes confused for 1 minute (as the  confusion  spell) instead of suffering the spell\xe2\x80\x99s normal effect. The golem can use its  Constitution  saving throw modifier, instead of  Wisdom , at the end of each of its turns, ending the  confusion  on a success. \n'b' Magical effects that deal cold damage  slow  (as the  slow  spell) the golem for 3 rounds (no save). If the golem has a  haste  circuit and it is active, this effect counters the  haste  circuit but has no other effect. \n'b' The golem automatically fails saving throws against weapons and magical effects that deal lightning damage. However, such an effect merely breaks any  slow  effect on the golem and heals it for 1 Hit Point per 3 damage the effect would have dealt. Any damage that exceeds the golem\xe2\x80\x99s maximum  Hit Points  are stored as charges for its weapons, at a rate of 1 charge per Hit Point the golem would have gained. Any additional damage is ignored. It can add this charge as bonus lighting damage on its next  attack . \n'b'\n'b'  Self-Repair Protocols . The golem regains 10  hit points  at the start of its turn. If the golem takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the golem\xe2\x80\x99s next turn. The golem dies only if it starts its turn with  0 hit points  and doesn\xe2\x80\x99t self-repair. \n'b'  Swarm . The swarm can occupy another creature\xe2\x80\x99s space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. A swarm takes half damage from attacks that use an  attack  roll and double damage from effects that require it to make a saving throw. Creatures that are not swarms are impaired while they remain in the swarm\xe2\x80\x99s space or within 5 feet of it and have disadvantage on  attack  rolls and  Constitution  saving throws to maintain concentration. The area of the swarm is considered  difficult terrain . \n'b'\n'b' ACTIONS \n'b'\n'b'  Nanite Cloud . The golem attacks all creatures that share a space with it and within 5 feet, automatically doing 36 (8d6) piercing damage, or 14 (4d6) piercing damage if the swarm has half of its  hit points  or fewer. The target also takes 5 necrotic damage at the start of its turn until it makes a DC 18  Constitution  saving throw. This necrotic damage is accumulative and persists even after leaving the swarm\xe2\x80\x99s space. A  healing  spell automatically removes any accumulated necrotic damage after the target leaves the swarm or the swarm is destroyed. \n'b'  Nanite Scattershot . The golem targets one creature it can see within 60 feet of it. The target must make a DC 16  Dexterity  saving throw, taking 27 (5d10) piercing damage on a failed save, or half as much damage on a successful one. The golem only uses this  attack  against creatures at range, not creatures sharing its space or adjacent to it. \n'b'\n'b' ABOUT \n'b' These microscopic machines are bound together by a single animating spirit that guides their actions. Not a true consciousness, this seething swarm of nanobots can nonetheless follow complex commands given by its creator, shaping and reforming within its designed parameters, gaining incredible solidity, becoming amorphous, or nearly vaporous. \n'b' Unlike some other golems, a nanotech golem retains a singularity of purpose and doesn\xe2\x80\x99t risk going berserk.'