Gargantuan Construct, Unaligned
Armor Class 16 (natural armor)
Hit Points 147 (14d10 + 70)
Speed 20 ft.
STR
26 (+8)
DEX
8 (-1)
CON
20 (+5)
INT
3 (-4)
WIS
8 (-1)
CHA
1 (-5)
Damage Vulnerabilities Cold, Fire, Force, Thunder
Damage Immunities Acid, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 60 ft., Passive Perception 9
Languages Understands the languages of its creator but can't speak
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Acid Absorption. Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.

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.

Frightening Presence. The golem is so large and frightening that creatures that have 4 or more HD less than it must make a DC 12 Wisdom or Charisma saving throw vs Fear or become frightened of the golem.

Actions

Multiattack. The golem makes four slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 4 (1d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Dexterity saving throw or start to be absorbed into the golem.

The captured creature can use its action to break free with a DC 12 Strength or Dexterity saving throw, it has 3 rounds to succeed before it becomes fully absorbed

 The Big Suck. (Recharge 6). The golem can use its action and bonus action to fully absorb any creature partially absorbed and to suck in new creatures, who are not behind at least half cover in a 60 ft cone. Affected creatures make a DC 12 Strength or Dexterity saving throw and are not affected on a success, and are sucked into the golem on a fail and start being absorbed.

Bonus Actions

Absorb. The golem can use its bonus action to partially absorb captured creatures by one level, reducing the number of turns it has to escape by 1

Legendary Actions

Replication Engine. The Clay Golem Replicator can use its legendary action each round to absorb the lifeforce of all captured creatures to replicate itself into smaller versions, these smaller versions inherit the stats of the parent monster but physical stats are cut in half and have no special abilities or traits and an AC of 16, they will go to grapple the nearest creature and throw it into the parent monster.

Saigith