Berserk. Whenever the golem starts its turn with 40 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.
The caretaker's creator, if within 60 feet of the caretaker, can try to calm it by speaking firmly and persuasively. The caretaker must be able to hear its summoner, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the caretaker ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.
Aversion of Fire. If the caretaker takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. The caretaker is immune to any spell or effect that would alter its form.
Damage Absorption. Whenever the caretaker causes damage to a creature, it regains a number of hit points equal to the damage dealt.
Magic Resistance. The caretaker has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Multiattack. The Caretaker makes two Spade attacks.
Spade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) Slashing damage.
Description
The being known as the Caretaker had been summoned to the cursed estate from another realm, making "demon" its most accurate designation. The Caretaker had been forced into servitude by magic. Its tasks - to care for the house and protect it from intruders. It performed these pedantically, tending the flowers, repairing the fences, tidying the yard... and murdering all intruders who set foot on the grounds, then burying their corpses in neat rows on untended land just beyond the manor garden's bounds.
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