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: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Caramel Puddle [rollable](Recharge 5–6); When the golem uses its slam attack it can choose to create a 10-foot radius area of sticky caramel on the ground. Creatures within this area must succeed on a DC 15 Strength saving throw or be restrained. a restrained creature can repeat the saving throw at the end of its turn, ending the restraint on a success.
Caramel Burst (Recharge 5-6): The Golem Releases a Burst of Sticky caramel in a 15-foot cone. Creatures in that area must make a DC 15 Dexterity saving throw, taking 27 (6d8) bludgeoning damage on a failed save, or half as much on a successful one. Additionaly, creatures that fail the saving throw are restrained until the end of their next turn.
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