Medium Construct, Neutral
Armor Class 12 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 20 ft.
STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
5 (-3)
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands Common but can't speak
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Berserk. Whenever the golem starts its turn with 20 hit points or fewer, roll 1d6. 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 golem’s creator, if within 60 feet of the berserk golem, can try to calm it by speaking .rmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 20 hit points or fewer, the golem might go berserk again.

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.

Actions

Multiattack. The golem makes four melee attacks. Scimitar +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Previous Versions

Name Date Modified Views Adds Version Actions
4/5/2024 10:33:47 PM
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