Large construct, unaligned
Armor Class 21 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 30 ft.
STR 24 (+7) DEX 14 (+2) CON 20 (+5) INT 3 (-4) WIS 11 (+0) CHA 1 (-5)
Damage Immunities fire, poison, psychic, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands creator's language; cannot speak
Challenge 16 (15,000 XP)
Critical Mastery A blade golem scores a critical hit on a roll of 18-20.
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 weapon attacks are magical.
Multiattack. The golem makes two sword attacks.
Sword of Wounding. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage plus wounding.
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
At the start of each of a creature wounded by the sword's turns, it takes 1d4 necrotic damage for each time it was struck by the sword, and it can then make a DC 19 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.