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.
Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
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: 13 (2d8 + 4) bludgeoning damage.
Eldritch Blast. A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam at higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. The beams can be directed at the same target or at different ones. Make a separate attack roll for each beam.
Description
Bertum will run towards the heaven shard and rams it into his skull. he falls limp to the ground for a second in a seemingly dead state. his eyes snapping open with a bright multicolored glow, the energy passing through his possessed body, twisting and tearing at the limbs while sticking them back together with spiritual power. in the end the thing that stands before them is a horribly warped 7'8" flesh golem.
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