b'Golem, Smaragdine \n'b'  Family:   Golems  \n'b'  Large   construct ,  unaligned  \n'b'  Armor Class  17 (natural armor)  Hit Points  231 (22d10 + 110)  Speed  30 ft.\n'b' STATS STR: 24 (+7) DEX:  11 (+0)  CON:  21 (+5)  INT:  3 (-4)  WIS:  11 (+0)  CHA:  1 (-5)  \n'b'\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 weapons  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  120 ft., passive  Perception  10  Languages  understands the languages of its creator but can\xe2\x80\x99t speak  Challenge  14 (11,500 XP)  Proficiency Bonus  +5 \n'b' SPECIAL TRAITS \n'b'\n'b'  Construct Nature . The golem doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Enchanted Weapons . The golem\xe2\x80\x99s weapon attacks are magical. When the golem hits with any weapon, the weapon deals an extra 5d8 force damage (included in the  attack ). \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 Vessel . When the smaragdine golem counters or ends a spell with Absorb Spell, it holds the spell\xe2\x80\x99s magical energy within its body and becomes Charged for 1 minute. While Charged, the golem sheds dim light in a 10-foot radius. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The smaragdine golem makes two Slam attacks. It can replace one  attack  with a use of Release Spell. \n'b'  Slam .  Melee Weapon Attack : +12 to hit, reach 5 ft., one target.  Hit : 20 (3d8 + 7) bludgeoning damage plus 22 (5d8) force damage. \n'b'  Release Spell (Recharge Special) . The smaragdine golem releases an absorbed spell\xe2\x80\x99s energy in a green burst centered on a point the golem can see within 60 feet of it. Each creature, other than the smaragdine golem, within 5 feet of that point per level of the absorbed spell must make a DC 18  Dexterity  saving throw. On a failure, a creature takes 10 (3d6) force damage per level of the absorbed spell and is  incapacitated  until the end of its next turn. On a success, a creature takes half the damage and isn\xe2\x80\x99t  incapacitated . The golem can use this action only if it is Charged (see the Magic Vessel trait). \n'b'\n'b' REACTIONS \n'b'\n'b'  Absorb Spell . When a creature the smaragdine golem can see within 30 feet of it casts a spell, the golem can absorb the spell\xe2\x80\x99s energy, countering it. This works like the  counterspell  spell, except the golem must always make a spellcasting ability check, no matter the spell\xe2\x80\x99s level. Alternatively, when a creature the golem can see within 30 feet of the golem starts its turn while under the effects of a spell, such as  bless  or  heroes\xe2\x80\x99 feast , the golem can absorb the spell\xe2\x80\x99s magic, ending the effect. In either case, the golem\xe2\x80\x99s ability check for this is +10. If it successfully counters or ends the spell, it becomes Charged (see the Magic Vessel trait). The golem can\xe2\x80\x99t use Absorb Spell while it is Charged. \n'b'\n'b' ABOUT \n'b' This large statue of emerald-green crystal has a humanoid body with the head of an ibis. Tiny symbols and runes are etched into it, and portions of it are inlaid with bits of gold. \n'b'  Occult Initiates . Smaragdine golems are crafted by disciples of occult esoterica to guard their secret meeting halls, sacred texts, and the arcane books of power. \n'b'  Emerald Body . Though they seem to be made entirely of emeralds (and some are used in their construction), a smaragdine golem\xe2\x80\x99s body is closer to enchanted glass than to gemstones, a sad truth that has disappointed many plunderers. \n'b'  A Maker\xe2\x80\x99s Privilege . Though smaragdine golems are sometimes given to powerful mages, scholars, theurgists, and hierophants as a token of esteem, they are always subject first to the magic and orders of their creators.'