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.
The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 16 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 60 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.
Poison Absorption. Whenever the golem is subjected to poison damage, it takes no damage and instead regains a number of hit points equal to the poison 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.
Rupture. Whenever the golem takes piercing or slashing damage, it can use its alchemical spray as a reaction if it is available. The direction of the spray must be in the direction of where the golem took the damage from.
Alchemical Healing. The golem can regenerate as long as there is a barrel of alchemical mixture nearby. If the golem spends two consecutive actions to consume the barrel, the golem regains all of its lost hit points, and its alchemical spray immediately recharges.
Multiattack. The golem makes two acidic touch attacks.
Acidic Touch. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (3d8 + 6) acid damage.
Alchemical Spray (Recharge 6). The golem spits alchemical fluid in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 30 (6d10) acid damage on a failed save, or half as much damage on a successful one.
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