b'Golem, Armory \n'b'  Family:   Golems  \n'b'  Large   construct ,  unaligned  \n'b'  Armor Class  15 (natural armor)  Hit Points  136 (16d10 + 48)  Speed  30 ft.\n'b' STATS STR: 20 (+5) DEX:  14 (+2)  CON:  16 (+3)  INT:  10 (+0)  WIS:  10 (+0)  CHA:  2 (-4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Immunities  poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  60 ft., passive  Perception  10  Languages  understands the languages of its creator but can\xe2\x80\x99t speak  Challenge  7 (2,900 XP) \n'b' Special Traits \n'b'   Armory Exploit . The objects that make up the  golem\xe2\x80\x99s  body can be removed or destroyed. With the exception of the slam  attack , an attacker can choose to disable one of the armory  golem\xe2\x80\x99s  attacks on a critical hit. Alternatively, the attacker can attempt to destroy the  golem\xe2\x80\x99s  focus instead of disabling one of its attacks. \n'b'  Focus Weakness . A creature grappling the armory  golem  can take its action to remove the  golem\xe2\x80\x99s  focus by succeeding on a DC 15  Strength  check. If its focus is removed or destroyed, the armory  golem  must make a DC 8  Constitution  saving throw at the start of each of its turns. On a success, the  golem  continues working properly, but it repeats the saving throw the next round at 1 higher DC. On a failure, the  golem  dies, falling into a heap of armaments. \n'b'  Immutable Form . The golem is immune to any spell or effect that would alter its form. \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'  Construct Nature . A golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Actions \n'b'   Multiattack . The armory  golem  makes any two weapon attacks. \n'b'  Slam .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 11 (1d12 + 5) bludgeoning damage. \n'b'  Polearm Strike .  Melee Weapon Attack : +8 to hit, reach 10 ft., one target.  Hit : 11 (1d12 + 5) piercing damage. \n'b'  Crossbow Barrage .  Ranged Weapon Attack : +5 to hit, range 80/320 ft., one target.  Hit : 11 (2d8 + 2) piercing damage. \n'b'  Shield Wall (Recharge 4-6) . The golem reconfigures its construction, moving shields and armor to encase its body. It regains 10  hp , and its AC increases by 2 until the end of its next turn. \n'b'\n'b' About \n'b' A hulking construct of living weaponry shambles across the battlefield, punching a hole through the vanguard like a torrent of steel. \n'b' These animated piles of weapons and armor can shore up the defenses of a beleaguered line of troops or serve as the point of  attack  against entrenched enemies. \n'b'  Wartime Wizard Ingenuity . Conjuration magic capable of raising the contents of an unattended weapons armory was born out of necessity during long sieges. War arcanists would find themselves defending locations that had exhausted their troops, leaving the arcanists with plenty of armaments and no one to wield them. Thus was born the armory  golem . \n'b'  Walking Weapons . Armory golems resemble a pile of discarded swords, shields, and spears in a vaguely-humanoid shape. Because they are literal moving armories, these golems have many weapons at their disposal. Soldiers have been known to resupply from an armory  golem  during battle. \n'b'  Focus Weapon . The armory  golem\xe2\x80\x99s  creation spell requires one weapon or piece of armor as the target of the magic. This item powers the rest of the  golem  and is located in the center of its body. Casters have conjured more powerful golems using enchanted weapons as the focus, and some have even created sentient armory golems by employing sentient magic items, though how the items feel about such employment varies.'