Berserk. Whenever the Clay Sentinel starts its turn with 60 hit points or fewer, roll a d6. On a 6, the Clay Sentinel goes berserk. On each of its turns while berserk, the Clay Sentinel attacks the nearest creature it can see. If no creature is near enough to move to and attack, the Clay Sentinel attacks an object, with preference for an object smaller than itself. Once the Clay Sentinel goes berserk, it continues to do so until it is destroyed.
Damage Reduction. When the Clay Sentinel takes damage that isn't acid damage or damage from adamantine, it reduces that damage by 10 to a minimum of 1 damage.
Greater Acid Absorption. Whenever the Clay Sentinel is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to half the acid damage dealt. If the amount of healing would cause the Clay Sentinel to exceed its hit point maximum, it gains that temporary hit points equal to the remaining amount.
Immutable Form. The Clay Sentinel is immune to any spell or effect that would alter its form.
Magic Resistance. The Clay Sentinel has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Clay Sentinel’s weapon attacks are magical.
Sure-Footed. The Clay Sentinel has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Multiattack. The Clay Sentinel makes two slam attacks.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage. If the target is a creature its hit point maximum is reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the greater restoration spell or other magic.
Haste (Recharge 5–6). Until the end of its next turn, the Clay Sentinel magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
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