b'Golem, Necromantic \n'b'  Family:   Golems  \n'b'  Large   construct ,  neutral  \n'b'  Armor Class  15 (natural armor)  Hit Points  142 (15d10 + 60)  Speed  30 ft.\n'b' STATS STR: 21 (+5) DEX:  10 (+0)  CON:  18 (+4)  INT:  2 (-4)  WIS:  12 (+1)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Immunities  lightning, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  120 ft., passive  Perception  11  Languages  understands the languages of its creator but can\xe2\x80\x99t speak  Challenge  10 (5,900 XP) \n'b' Special Traits \n'b'   Immutable Form . The necromantic golem is immune to any spell or effect that would alter its form. \n'b'  Magic Resistance . The necromantic golem has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The necromantic golem\xe2\x80\x99s weapon attacks are magical. \n'b'  Regeneration . A necromantic  golem  heals 10 hit point at the start of its turn if it has at least 1 hit point. If the necromantic  golem  takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of the necromantic golem\xe2\x80\x99s next turn. \n'b'  Actions \n'b'   Multiattack . The necromantic golem makes two slam attacks. \n'b'  Slam .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 18 (3d8 + 5) bludgeoning damage plus 18 (4d8) necrotic damage. \n'b'  Enervating Ray (1/day) . A necromantic  golem  can unleash a ray of negative energy in a 30-foot line. All creatures along the line take 14 (4d6) necrotic damage and lose 2d4  Constitution . The target dies if this reduces its  Constitution  to 0. Otherwise, the reduction lasts until the target finishes a short or  long rest . \n'b'  Unholy Blast (Recharge 5-6) . A necromantic  golem  can unleash a blast of negative energy in a 20-foot cone. All creatures in the area must make a DC 16  Dexterity  saving throw, taking 24 (7d6) necrotic damage on a failed save, or half as much on a successful one.'