Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.
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 an attack, the golem attacks an object, with a 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.
Cactus explosion. The golem can make any cactuses 20ft explode in a 10ft explosion that does 2d10 poison damage.
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.
Needle shot. range:30ft, +2 to hit, 1d8+2 poison damage.
Self-Destruct.When the Monsters hit points drop to zero the cactus golem explodes in a 40 ft. the radius that does 4d8 Explosion damage.
Description
A large golem that was created by a wizard in the desert made of cactuses infused magic that allowed it to trigger cactuses around it to explode. When it dies it self-destructs. They have a mind of there own and are believed to be able to read the future.
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