Medium Construct, Chaotic Neutral
Armor Class 20 (natural armor)
Hit Points 213 (24d12 + 69)
Speed 50 ft., On water , Fly 50 ft. thru water, Burrow 50 ft. thru air, Swim 50 ft. thru earth
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
1 (-5)
Damage Resistances All
Damage Immunities Acid, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight 600 ft, Darkvision 600 ft., Tremorsense 600 ft, Truesight 600 ft, Passive Perception 18
Languages Understands all languages But does not speak. Ever!
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Chaos Absorption. Whenever the golem is subjected to damage, it takes no damage and instead generates a random spell effect.

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.

Chaotic Magic reflection. When a spell or other magical effect hits the Chaos Golem the spell or effect is negated and a random spell is cast by the Chaos golem. Roll a d6. on a 1-3 the spell targets the original caster, on a 4 a party member of the caster, on a 5 a random object 5d6 times 10 feet away, on a 6 it targets the chaos golem. 

Magic Weapons. The golem’s attacks are magical.

Actions

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 19 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. Damage may be replaced by a random spell effect. DM's choice.

 

Reactions

Random spell effects Roll 1d568

Description

The Chaos golem walks on water or flies through it, Swims through the earth, and burrows through the air.

Healing magic harms the Chaos golem. But still generates a random spell effect. 

The Chaos golem Screams an eerie scream everywhere it goes 

When the Chaos golem dies the screaming stops and a giggle turns into a full-on belly laugh. It then shrinks in on itself and implodes. 

Anyone checking where the Chaos golem dies will find a wand of wonder and one random magic item from table I in the DMG.

Torne_Asunder

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