Arcane Core. The golem is powered by the Sun Crystal slotted in the center of its chest. This crystal can be removed with a successful DC 21 strength check. Arcane Siphon. After the golem is hit by a spell of 1st level or higher, it may make a constitution saving throw equal to the spellcaster's spell save DC. If it succeeds, it absorbs the spell's leftover magic and becomes charged with arcane energy, recharging its Radiant Effusion feature. While charged in this way the sunburst on its face glows, shedding dim light in a 30 ft radius. 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 weapon attacks. Kanabo. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (3d8 + 6) bludgeoning damage. While the golem may use its Radiant Effusion feature, its successful melee attacks knock targets back 5 ft. Radiant Effusion (Recharge; See Arcane Siphon). The golem targets all creatures within 30 ft of it as it releases stored magical energy in a flare of searing radiant light. Each creature must make a DC 17 constitution saving throw or take 6d6 radiant damage and be blinded for 1 minute. A creature may repeat the saving throw at the end of its turns.
Light Feet. The golem may its speed. Opportunity attacks are made with disadvantage. Siphoning Strike. The golem may make one melee attack against an adjacent spellcaster. If it hits, roll 1d2. It siphons a spell up to that level from the target. Guardian of Circles. The golem may summon 1d6 random mephits.