Poison Absorption: Whenever the golem is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison 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 weapon attacks are magical.
Multiattack: Lead Golem makes two melee attacks. Slam. Melee Weapon Attack: +13 to hit, reach 10"., one target. Hit: 20 (3d10 + 8) bludgeoning damage. Poison Expiration (Recharge 5-6): The Lead Golem expires poisonous gas in a 10" radius. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) poison damage on a failed save and is affected by the poison condition until the start of the Lead Golem's next turn, or half as much damage on a successful one and not be affected by the poison condition. Rapid is the club (Recharge 5–6): The Lead Golem gains abilities of the Haste spell until the start of it's next turn. The Lead Golem’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. Plodding is the enemy (Recharge 5–6): The Lead Golem forces all opponents within 40" to make a DC 14 wisdom savings throw or be affected by the Slow spell until the start of the Lead Golem's next turn. An affected creature's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.