b'Golem, Petrifying \n'b'  Family:   Golems  \n'b'  Huge   construct ,  neutral evil  \n'b'  Armor Class  18 (natural armor) \n'b' Hit Points  184 (16d10 + 80) \n'b' Speed  40 ft.\n'b' STATS STR: 23 (+6) DEX:  14 (+2)  CON:  21 (+5)  INT:  10 (+0)  WIS:  8 (-1)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +6,  Con  +9,  Wis  +3 \n'b' Skills   Athletics  +10,  Perception  +3 \n'b' Damage Immunities  poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine \n'b' Damage Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned  \n'b' Senses   darkvision  120 ft., passive  Perception  13 \n'b' Languages  Common \n'b' Challenge  11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Constructed Nature . The golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The golem\xe2\x80\x99s weapon attacks are magical. \n'b'  Petrifying Words . When a creature that can hear the petrifying  golem  starts its turn within 60 feet of it, the petrifying  golem  can force it to make a DC 12  Constitution  saving throw if the golem isn\xe2\x80\x99t  incapacitated  and can speak. If the saving throw fails by 5 or more, the creature is instantly  petrified . Otherwise, a creature that fails the save begins to turn to stone and is  restrained . The  restrained  creature must repeat the saving throw at the end of its next turn, becoming  petrified  on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the tears of a good-aligned child, a  greater restoration  spell, or other magic. Unless surprised, a creature can  cover  its ears to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t hear the petrifying  golem  until the start of its next turn, when it can  cover  its ears again. If the creature listens to the petrifying  golem  in the meantime, it must immediately make the save. \n'b'  Siege Monster . The petrifying  golem  deals double damage to objects and structures. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The petrifying  golem  makes two attacks with its fist. \n'b'  Fist .  Melee Weapon Attack : +10 to hit, reach 15 ft., one target.  Hit : 19 (3d8 + 6) bludgeoning damage and the target is  grappled , escape DC 17. The petrifying  golem  has two fists, each of which can grapple only one target. \n'b'  Rock .  Ranged Weapon Attack : +10 to hit, range 60/240 ft., one target.  Hit : 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18  Strength  saving throw or be forced  prone . \n'b'\n'b' ABOUT \n'b' This stone humanoid is about three times the size of an ordinary man and carved out of a huge block of granite. Its features, though roughhewn, are not unpleasant. \n'b' Petrifying golems, sometimes known as stone men, were animated with the powder of life by a long-dead  wizard  named Wam. They are a bit at loss as to what to do with themselves and, if not given any direction, are prone to standing around doing nothing for years on end. \n'b' Unfortunately, these golems are extremely selfish and possessive. They are particularly fond of turning other creatures to stone, which they will do whenever a living creature catches their fancy. They consider  petrified  creatures to be the most beautiful of all.'