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 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: +7 to hit, reach 5 ft., one target. Hit: (2d10 + 3) bludgeoning damage. Then roll a d4 1=fire 2=poison 3=acid 4=you pick. The target must succeed a con save (dc 15) or take 1d12 of that type.
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.
Throw Potion. Ranged Weapon Attack: +5 to hit, reach 30ft, one target. Hit. (2d8+4) damage type (look up d13 dice roller). The target must succeed a con save (dc17) or take 1d10 of that type.
Opportunity Attack. Enemy leaves reach distance of 5ft
Description
A large golem made of wood that typically carries a bag of potions on its back. It cannot make potions on its own so it returns to its creator to receive more potions.
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