b'Golem, High Horse \n'b'  Family:   Golems  \n'b'  Large   construct ,  neutral good  \n'b'  Armor Class  18 (natural armor) \n'b' Hit Points  30 (4d10 + 8) \n'b' Speed  60 ft., 80 ft. when enlarged\n'b' STATS STR: 14 (+2) DEX:  16 (+3)  CON:  14 (+2)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3 \n'b' Damage Immunities  poison \n'b' Damage Immunities   exhaustion ,  paralyzed ,  petrified ,  poisoned  \n'b' Senses  passive  Perception  13 \n'b' Languages  Common \n'b' Challenge  3 (700 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'  Saddle . The high horse wears a saddle on its back. One Medium or two Small creatures can sit on the saddle without squeezing. To make a  melee attack  against a target within 5 feet of the high horse, they must use spears or weapons with reach. If the high horse dies, creatures hanging fall straight down, taking falling damage, and land in unoccupied spaces within 5 feet of the high horse\xe2\x80\x99s position on the ground. \n'b'  Sure-Footed . The high horse has advantage on  Strength  and  Dexterity  saving throws made against effects that would force it  prone . \n'b'  Stilt Legs . The high horse\xe2\x80\x99s movement rate is unaffected by  difficult terrain . \n'b'  Umbrella Defense . The high horse can use a bonus action to open or close its umbrella tail. While open, any rider on its back gains a +4 bonus to AC and  resistance  to acid damage. \n'b'\n'b' ACTIONS \n'b'\n'b'  Hooves .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) bludgeoning damage or 17 (4d6 + 3) bludgeoning damage if enlarged. \n'b'  Enlarge (Recharges after a Short or Long Rest) . For 1 minute, the high horse magically increases in  size , along with anything it is wearing or carrying. While enlarged, the high horse is Huge, doubles its damage dice on  Strength -based weapon attacks (included in the attacks), and makes  Strength  checks and  Strength  saving throws with advantage. If the  duergar  lacks the room to become Huge, it attains the maximum  size  possible in the space available. For the duration, the high horse can use a bonus action to increase its height by 10 feet, to a maximum of 100 feet. \n'b'\n'b' ABOUT \n'b' This towering horse is made of metal, with stilt-like legs and an umbrella for a tail. \n'b' Crafted by wizards who are unhappy with the general lack of horses willing to be mounts in Faerie, these magical constructs are good-natured alternatives. Their legs extend several stories high and they have a tail for an umbrella that can be used to ward off acid attacks, as well as keep their riders cool and dry.'