Glasswork Golem

(The Wild Beyond the Witchlight)

Medium construct, Unaligned

Armor Class13 (natural armor)
Hit Points36 (8d8)
Speed30 ft.
STRDEXCONINTWISCHA
13 (+1) 10 (+0) 10 (+0) 1 (-5) 10 (+0) 1 (-5)
Saving ThrowsCon +2, Dex +2, Wis +2
Skills—
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiespoison; psychic
Condition Immunitiesblinded; charmed; deafened; exhaustion; frightened; paralyzed; petrified; poisoned
Sensesblindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages—
Challenge2

Traits

False Appearance.

If the golem is embedded in a window and motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the golem move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the golem is animate.

Immutable Form.

The golem is immune to any spell or effect that would alter its form.

Regeneration.

The golem regains 10 hit points at the start of its turn. If the golem takes bludgeoning or thunder damage, this trait doesn't function at the start of the golem's next turn. The golem is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.

Unusual Nature.

The golem doesn't require air, food, drink, or sleep.

Actions

Multiattack.

The golem makes two Glass Sword attacks.

Glass Sword.

Melee Attack Roll: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.