Berserk. Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Weapons. The golem's weapon attacks are magical.
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.
Retractable blade. Melee Weapon Attack: +8 to hit, reach 20 ft, one target. Hit: 27 (4d10 +7) piercing damage.
Haste (Recharge 5–6). Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
Description
| d10 | Malfunction |
| 1 | Faulty Sensors. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn. |
| 2 | Flawed Targeting. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn. |
| 3 | Ground Fault. The clockwork has vulnerability to lightning damage. |
| 4 | Imprinting Loop. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won’t willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it. |
| 5 | Leaking Lubricant. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn’t immune to. |
| 6 | Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn’t use any of its speeds on its turn. |
| 7 | Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn’t possible, it continues fighting. |
| 8 | Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is incapacitated until the end of its turn. |
| 9 | Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet. |
| 10 | Weak Armor. The clockwork isn’t immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t adamantine |
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