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.
Whenever the golem starts its turn Bloodied, roll 1d6. 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. Once the golem goes berserk, it continues to be berserk
until it is destroyed or it is no longer Bloodied.
The golem can’t shape-shift.
The golem has Advantage on saving throws against spells and other magical effects.
The golem makes two Slam attacks, or it makes three Slam attacks if it used Hasten this turn.
Melee Attack Roll: +9, reach 5 ft. Hit: 10 (1d10 + 5) Bludgeoning damage plus 6 (1d12) Acid damage, and the target’s Hit Point maximum decreases by an amount equal to the Acid damage taken.
The golem takes the Dash and Disengage actions.
Initiative. +3
Senses. Darkvision 60 ft.; Passive Perception 9
Resistances. Bludgeoning, Piercing, Slashing
Immunities. Acid, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Languages. Common plus one other language
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 Bloodied, roll 1d6. 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
Traits (cont.)
attacks an object. Once the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer Bloodied.
Immutable Form. The golem can’t shape-shift.
Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The golem makes two Slam attacks, or it makes three Slam attacks if it used Hasten this turn.
Slam. Melee Attack Roll: +9, reach 5 ft. Hit: 10 (1d10 + 5) Bludgeoning damage plus 6 (1d12) Acid damage, and the target’s Hit Point maximum decreases by an amount equal to the Acid damage taken.
Bonus Actions
Hasten (Recharge 5–6). The golem takes the Dash and Disengage actions.
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Clay Golem — printable monster card
Large Construct, Unaligned
Full stat block
- Armor Class
- 14
- Hit Points
- 123
- Initiative
- +3
- Speed
- 30 ft.
- Senses
- Darkvision 60 ft.; Passive Perception 9
- Resistances
- Bludgeoning, Piercing, Slashing
- Immunities
- Acid, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Languages
- Common plus one other language
- Challenge Rating
- 9 (5,000 XP)
- Proficiency bonus
- +4
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 +5 | 9 -1 | 18 +4 | 3 -4 | 8 -1 | 1 -5 |
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 Bloodied, roll 1d6. 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. Once the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer Bloodied.
Immutable Form. The golem can’t shape-shift.
Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The golem makes two Slam attacks, or it makes three Slam attacks if it used Hasten this turn.
Slam. Melee Attack Roll: +9, reach 5 ft. Hit: 10 (1d10 + 5) Bludgeoning damage plus 6 (1d12) Acid damage, and the target’s Hit Point maximum decreases by an amount equal to the Acid damage taken.
Bonus Actions
Hasten (Recharge 5–6). The golem takes the Dash and Disengage actions.