b'Golem, Shedu \n'b'  Family:   Golems  \n'b'  Huge   construct ,  unaligned  \n'b'  Armor Class  18 (natural armor)  Hit Points  230 (20d12 +100)  Speed  20 ft., fly 60 ft.\n'b' STATS STR: 22 (+6) DEX:  9 (-1)  CON:  20 (+5)  INT:  3 (-4)  WIS:  10 (+0)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  poison, psychic, bludgeoning, piercing, and slashing damage from nonmagical attacks that are not adamantine  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned ,  prone   Senses   darkvision  60 ft., truesight 120 ft., passive  Perception  10  Languages  understands the language of its creator but can\xe2\x80\x99t speak  Challenge  12 (8,400 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Fear Aura . Any creature that beings its turn within 30 feet of the shedu golem must succeed at a DC 16  Wisdom  saving throw or become  frightened  of the shedu golem until it ends its turn more than 30 feet away from the golem. If a creature succeeds on this saving throw, it is immune to the shedu golem\xe2\x80\x99s  fear  aura for 24 hours. \n'b'  Immutable Form . The shedu golem is immune to any spell of effect that would alter its form. \n'b'  Magic Resistance . The shedu golem has advantage on saving throws to resist spells or magical effects. \n'b'  Magic Weapons . The shedu golem\xe2\x80\x99s weapon attacks are magical \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The shedu golem makes two Stomp attacks or one Stomp  attack  and Trampling Charge. \n'b'  Stomp .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 19 (3d8 + 6) bludgeoning damage. \n'b'  Smite (recharge 5-6) . The shedu golem unleashes a 30-foot cone of radiant energy from its chest. Any creature caught in this cone must make a DC 16  Dexterity  saving throw, taking 22 (4d10) radiant damage on a failure or half as much damage with a successful save. \n'b'  Trampling Charge . The shedu golem moves up to its full speed toward a creature, ignoring attacks of opportunity along the way. Any creature that the golem passes through or over must make a DC 16  Dexterity  saving throw, taking 19 (3d8 + 6) bludgeoning damage and being knocked  prone  on a failure, or taking half damage and not being knocked  prone  on a success. The shedu golem then immediately makes a Stomp  attack  on the targeted creature. \n'b'\n'b' ABOUT \n'b' Shedu golems are crafted by master stonemasons from single massive blocks of stone. Carved in lifelike detail, these man-faced bulls sport painstakingly-chiseled feathered wings. Most often they are created to guard temples and palaces, animating only when their arcane senses detect the presence of pure evil such as devils and demons, although undead have been known to trigger some shedu golems. Once roused, their fury is unmatched, for how does one fight hundreds of tons of walking, nay flaying, stone that can see through any disguise and projects beams of radiant energy from their eyes?'