b'Golem, Glass \n'b'  Large   construct ,  unaligned  \n'b'  Armor Class  17 (natural armor)  Hit Points  180 (19d10 + 76)  Speed  30 ft.\n'b' STATS STR: 20 (+5) DEX:  9 (-1)  CON:  18 (+4)  INT:  3 (-4)  WIS:  11 (+0)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +7  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison, psychic  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  60 ft., passive  Perception  10  Languages  Understands the language of its creator but cannot speak  Challenge  8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Reflective Body . The glass golem has  resistance  to radiant damage. \n'b'  Dazzling Brightness (3/Day) . When the glass golem is in an area of bright light, it can use its action to dazzle all creatures within 30 feet of it. Each creature in that area must make a DC 15  Constitution  saving throw or be  blinded  until the end of its next turn. \n'b'  Legendary Resistance (3/Day) . If the glass golem fails a saving throw, it can choose to succeed instead. \n'b'  Immunity to Magic . The glass golem has  damage resistance  to most spells. In addition, certain spells and effects function differently against a glass golem, as noted below: \n'b'  Stained glass variety . In certain divine circles, practitioners of the sacred arts employ their talents to fashion Stained Glass Golems, intricate beings that mirror the vivid hues and motifs found within temple windowpanes. These slender and nimble entities serve a dual purpose as guardians and spies. Their agile frames grant them maneuverability, allowing them to move with the grace of a gentle breeze, unlike their larger counterparts. Their ability to blend seamlessly into their surroundings, aided by their vibrant coloration and divine energy, grants them a +8 bonus on  Stealth  checks.\n'b'\n'b'\n'b' A  shatter  spell causes double damage. \n'b' A magical attack that deals cold damage causes the glass golem to move at half speed for 3 rounds (no saving throw). In addition to this, it only makes one slam attack. \n'b' A magical attack that deals fire damage ends any  slow  effect on the golem and heals 1 hit point for every 3 points of fire damage it would have taken. If this healing would cause the golem to exceed its hit point maximum, it gains any excess as  temporary hit points . In addition to this, it reverts to its usual two slam attacks per round. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The glass golem make Two slam attacks. \n'b'  Slam .  Melee Weapon Attack : +8 to hit, reach 10 ft., one target.  Hit : 27 (4d10 + 5) bludgeoning damage. \n'b'  Reflect Spells (Recharge 5-6) . As a  reaction . the glass golem aligns its internal structure to enhance its  resistance  to magic for 1 round. During this time, the golem reflects spells as if it were under the effect of a spell turning spell. \n'b'\n'b' ABOUT \n'b' Glass sentinels, formidable guardians sculpted by the hands of powerful enchanters, assume the form of armored humanoid figures. Not simply practical, they are also works of art, with their exact forms changing from one to another based on the desires of the artisans who created them. Although they can reasonably be found anywhere, they are more common in both desert realms and urban centers where sand is in abundance. Large in size and weighing over a ton, glass golems are an imposing presence whose simple presence is enough to deter a great many would-be attackers from harrying their creators.'