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 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.
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: +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 Dexterity saving throw or become restrained in clay
Clay bomb [rollable](Recharge 5–6); once the golem reaches half hp or it’s first binding crystal is destroyed it can launch a clay ball from its mouth on hit the opponents in a 10 foot sphere take 2d10 bludgeoning dmg and become restrained the target may take a dc 15 dex save to break out at the end of their turn
Minion spawn
once per turn the golem may produce up to 1d4 clay minions for every 3 Minions produced the ac of the binding crystals are reduced by 1
Description
Binding crystals
in the golem there are 5 shimmering blue crystals on its feet hands and eye if all these crystals are destroyed it’s summoner and itself are destroyed all crystals benefit from partial cover they have 15 ac and 15 hp
if the golem takes over 40 points of fire dmg in a single attack it will become momentary petrified as it’s clay hardens it will remain petrified until it succeeds a dc 18 str saving throw at the end of its turn
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