Snow War Golem (5e Creature)
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Snow War Golem
Medium construct, unaligned
Damage Vulnerabilities fire
Berserk. Whenever the golem starts its turn with 20 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.
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.
Brute. A melee weapon deals one extra die of its damage when the golem hits with it.
Constructed Fortitude. If damage reduces the golem to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the golem drops to 1 hit point instead.
False Appearance. While the golem is not moving, it appears to be a mound of snow.
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.
Multiattack. The golem makes three melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) bludgeoning damage.
Parry. The golem adds 3 to its AC against one melee attack that would hit it. To do so, the golem must see the attacker and be wielding a melee weapon.
Constructed Nature. A snow war golem doesn't require air, food, drink, or sleep.