Size:
Type:
Construct
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: brute
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Haste (Recharge 5-6)
Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
Action
Multiattack
The golem makes two slam attacks.
Action
Slam
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum 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.
Special
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.
Special
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.
Special
Immutable Form
The golem is immune to any spell or effect that would alter its form.
Special
Magic Resistance
The golem has advantage on saving throws against spells and other magical effects.
Special
Magic Weapons
The golem's weapon attacks are magical.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
2 slams
19 (2d10+7 plus cursed wound)
Special (Ex)
Berserk
Special (Ex)
Cursed Wound
Special (Ex)
Immunity to Magic
Special (Su)
Haste (Su)

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Berzerk|Cursed Wound|Haste
When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. This chance resets to 0% after one minute of inactivity. A berserk golem attacks the nearest living creature or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control.
Special
|Berzerk|Cursed Wound|Haste
The damage a clay golem deals doesn't heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a Death save, or the healing has no effect on the injured creature.
Special
|Berzerk|Cursed Wound|Haste
After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Berserk
A severely damaged clay golem has a chance of going berserk. If it has 50 or fewer Hit Points at the start of its turn, the golem must succeed at a DC 5 flat check or go berserk. A berserk golem wildly attacks the nearest living creature, or the nearest object if no creatures are nearby.
Ability
Berserk Slam
1 circumstance penalty. If it hits, it deals an additional 1d8 damage and knocks the target prone.
Ability
Cursed Wound
(divine, curse, necromancy) A creature hit by the clay golem's fist must succeed at a DC 29 Fortitude save or be cursed until healed to its maximum HP. The cursed creature can't regain HP except via magic, and anyone casting a spell to heal the creature must succeed at a DC 29 counteract check or the healing has no effect. The golem's counteract level is equal to its creature level.
Ability
Golem Antimagic
harmed by cold and water (5d10, 2d6 from areas or persistent damage); healed by acid (area 2d6 HP); slowed by earth
Ability
Quicken
Circumstance: Trigger: The clay golem's turn begins. It can't trigger this free
Frequency: Once per day
The clay golem becomes quickened for 1 minute.
Ability
Vulnerable to Disintegrate
A disintegrate spell affects the golem but deals half the normal amount of damage and causes the golem to become slowed 2 for 1 round.
Offense
Melee
Circumstance: combat round (melee)
fist +24 [+19/+14] (magical, reach 10 feet), Damage 2d10+12 bludgeoning plus cursed wound
Trait
Construct
A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Trait
Golem
Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.
Trait
Mindless
A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.
Immunity
acid
bleed
death effects
disease
doomed
drained
fatigued
healing
magic (see below)
mental
necromancy
nonlethal attacks
paralyzed
poison
sickened
unconscious
Perception
darkvision
Resistance
physical 10 (except adamantine)
This lumbering figure is sculpted from soft clay. It wears filthy rags and crude jewelry, and its face is only vaguely humanoid.
5e SRD