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: +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 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.
Cloud of Weapons (Recharge 5–6). Until the end of its next turn, the golem fills the air surrounding it with spinning vortex of old shortswords, rusty axes, and broken spears. Any creature adjacent to the golem must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) slashing damage on a failure or half as much on a success. A creatre takes this damage when it enters the area for the first time on a turn or starts its turn there.
Description
Born from the remnants and detritus of old battle grounds, the battlefield golem stands twice the height of an average humanoid. Composed of blood-soaked earth, discarded weaponry, torn banners, and the remains of the fallen, this creature can be an sobering memorial to long-forgotten conflicts as it slowly wanders the shattered landscape of its origin. However, these haunting remnants are also filled with echoes of the rage and anguish that bore witness to their creation. This construct is prone to rampaging after suffering damage, demolishing everything it comes across until it is subdued.
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