Combat Statistics
CR 5
Challenge Rating
1,800 XP
9
Armor Class
93
Hit Points
(11d8)
Speed: {"walk":30} ft.
Strength
19
(+4)
Dexterity
9
(-1)
hit points, healing, and concentration saves." data-tooltip-category="ability_score" title="Measures health, stamina, and vital force. Affects hit points, healing, and concentration saves.">Constitution
18
(+4)
Intelligence
6
(-2)
Wisdom
10
(+0)
Charisma
5
(-3)
Damage Resistances: []
Damage Immunities: ["lightning", "poison", "bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine"]
Condition Immunities: [{"index":"charmed", "name":"Charmed", "url":"/api/2014/conditions/charmed"}, {"index":"exhaustion", "name":"Exhaustion", "url":"/api/2014/conditions/exhaustion"}, {"index":"frightened", "name":"Frightened", "url":"/api/2014/conditions/frightened"}, {"index":"paralyzed", "name":"Paralyzed", "url":"/api/2014/conditions/paralyzed"}, {"index":"petrified", "name":"Petrified", "url":"/api/2014/conditions/petrified"}, {"index":"poisoned", "name":"Poisoned", "url":"/api/2014/conditions/poisoned"}]
Senses:
Darkvision 60 ft.,
Passive Perception 10 ft.
passive Perception 10
Languages: ["understands the languages of its creator but can't speak"]
Proficiency Bonus: +3
Special Abilities
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.
The golem's creator, if within 60 ft. 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 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.
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.
Actions
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.
Quick Reference
Type: Construct
Size: Medium
Alignment: neutral
Environment: Any
DM Tools
💰 Loot Generator
CR 5 | Challenge Rating: 5
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