Arcane Absorption. Whenever the golem is subjected to Arcane/Force damage, it takes no damage and instead regains a number of hit points equal to the Arcane/Force damage dealt.
Berserk. Whenever the golem starts its turn with 30 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 Unarmed attacks.
Unarmed Attack. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Channel Arcane Energy. Once per turn the golem can use a bonus action to channel arcane energy to heal itself for 1d4+1 or to fire a magic missile at a target for 1d4+1 Force damage.
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