Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 5 or 6, the golem goes berserk. It gains a +2 to attack rolls while 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 calms down.
Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
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: +11 to hit, reach 10 ft., one target. Hit: 28 (5d8 + 7) bludgeoning damage.
Monstrous Leap. Crixus may use its bonus action to take an unnatural leap towards an enemy, traveling up to 20 feet through the air. This distance does not count against its usual walking movement speed.
Pit Fighter's Instincts. When hit by an attack, Crixus may use its reaction to block or weave, reducing the damage by 1d8+1.
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