Antimagic Rune. The golem’s face rune creates an area of antimagic, as in the Antimagic Field spell, in a 60-foot cone. At the start of each of its turns, the golem decides which direction the cone is facing and whether its active. Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem’s attacks are magical.
Multiattack. The golem makes one slam attack and uses its Band of Silence or it makes two slam attacks. Slam. Melee Weapon Attack: +10 to hit. Hit: 2d8 + 6 bludgeoning damage. Band of Silence (Recharge 5-6). Melee Weapon Attack: +10 to hit. Hit: 1d6 + 6 bludgeoning damage. On a hit, the target must make a DC 15 Dexterity saving throw. On a failure, the band is locked around the target’s neck and disconnects from the golem. While the band is on the target’s neck, it cannot speak or produce sound from its mouth or nose. The band can be removed on a DC 25 Arcana check or when the Dispel Magic (DC 25) or Knock spells are cast on it.
This hulking construct is armored with plates of Adamantine and stone. Where its face would be is instead a flat piece of Adamantine with a glowing blue rune set into it. In place of one hand, it instead has what appears to be a narrow pincer.