Large Construct, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 104 (11d10 + 44)
Speed 30 ft.
STR
19 (+4)
DEX
9 (-1)
CON
19 (+4)
INT
5 (-3)
WIS
10 (+0)
CHA
4 (-3)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Darkvision 120 ft., Passive Perception 10
Languages Understands the languages of its creator but can't speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Berserk. Whenever the golem starts its turn with 50 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 or its target is destroyed.

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 two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage, and the target must succeed on a DC 15
Constitution saving throw or be poisoned until the
end of its next turn.

Malevolent Presence. (Recharge 5–6). Any creature with an Intelligence of 4 or more that is within 30 feet of the golem must succeed on a DC 15 Wisdom saving throw or be charmed by it for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the saving throw is successful or the effect ends for it, the creature is immune to the golem's Malevolent Presence for the next 24 hours. A creature charmed in this way fixates on another creature or object chosen at random and must, on each of its turns, move as close as it can to that target and make a melee attack against it.

Description

Golems are magical constructs cut and chiseled from stone to appear as tall, impressive statues. Like other golems, they are nearly impervious to spells and ordinary weapons.

Forged from chardalyn fragments and suffused with demonic magic, the chardalyn golem exists only to cause death and destruction. The construct glows as if lit from within by unearthly blue flames. Because it is made from corrupted chardalyn, the golem is prone to madness and violence. Its malice is contagious, and those who come too close may find themselves dominated by the urge to kill and destroy as well.
Death Ward. The chardalyn golem is bound to its creator. So long as the golem and its creator both remain in the place where it was forged, the creator cannot die. Only destroying the golem will end this horrific necromancy.

Killkujadek

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