Immuntable 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 slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19(3d8+6) bludgeoning damage.
Slow. (Recharge 5-6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Standing Leap. The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 30 (4d12+4) piercing damage.
Deadly Leap. If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains on or more other creatures. Each of those creature must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6+4) bludgeoning damage plus 14 (3d6+4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.
False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.
Multiattack. The gargoyle makes two attacks: one wiht its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5(1d6+2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5(1d6+2) slashing damage.
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Enlarge (Recharges Short/Long Rest). For 1 minute the duergar magically increases in size, along with anything it is wearing / carrying. While enlarged, the duergar is Large, doubles its damage dice on STR-based weapon attacks, and makes STR checks and STR saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 6(1d8+2) piercing damage, or 11 (2d8+2) when enlarged.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or range 30/120 ft., one target. Hit: +5 (1d6+2) piercing damage, or 9(2d6+2) while enlarged.
Invisibility (Recharges Short/Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broke, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.