b'Golem, Hive \n'b'  Family:   Golems  \n'b'  Large   construct ,  unaligned\n'b' STATS STR: 18 (+4) DEX:  11 (+0)  CON:  18 (+4)  INT:  3 (-4)  WIS:  11 (+0)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Armor Class  16 (natural armor)  Hit Points  133 (14d10 + 56)  Speed  30 ft.  Damage Immunities  poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t adamantine  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses   darkvision  120 ft., passive  Perception  10  Languages  understands the languages of its creator but can\xe2\x80\x99t speak  Challenge  10 (5,900 XP) \n'b' Special Traits \n'b'   Immutable Form . The golem is immune to any spell or effect that would alter its form. \n'b'  Magic Resistance . The golem has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The hive golem\xe2\x80\x99s weapon attacks are magical. \n'b'  Berserk . When a hive golem is reduced to 51 or fewer  hit points , is immersed in water, or receives a critical hit, it goes permanently berserk, breaking free of its creator\xe2\x80\x99s control. While berserk it attacks random targets, its slam attacks do additional damage (see below), and its Swarm ability affects all creatures. \n'b'  Self-Repair . The hive golem regenerates 10  hit points  at the start of its turn. If the golem is immersed in water this trait doesn\xe2\x80\x99t function at the start of next turn. The golem is destroyed only if it starts its turn with  0 hit points  and doesn\xe2\x80\x99t  regenerate . \n'b'  Swarm . The golem is surrounded by an angry, stinging swarm. Any creature that attacks it and ends its turn within 10 feet of the golem must make a DC 15  Dexterity  saving throw. On a failure, the creature takes 5 (2d4) piercing damage and until the end of its next turn can\xe2\x80\x99t take  reactions  and has disadvantage on attack rolls. A strong wind will prevent this ability from functioning on the golem\xe2\x80\x99s next turn. \n'b'  Actions \n'b'   Multiattack . The hive golem makes two slam attacks. \n'b'  Slam .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 13 (2d8 + 4) bludgeoning damage or 17 (3d8 + 4) bludgeoning damage if the golem is berserk. \n'b'  Tactics \n'b' Unless directed otherwise by their creator, hive golems lumber into combat and use their slam attacks against any foes that come within reach. They will often head into the largest concentration of opponents, where their swarm of stinging insects can do the most damage. Hive golems are usually used to support and protect gnolls, and are rarely encountered alone. \n'b' Description \n'b' This creature is only vaguely humanoid in shape, with a rough skin formed of several materials. Its thick, malformed limbs end in heavy hands and feet. From a distance it seems to be surrounded by a cloud of wispy vapor or smoke, but closer this can be seen for what it is: a flying swarm of busy, angry insects. \n'b'  Home on the Move . Hive golems are a nasty surprise for anyone who intrudes into  gnoll  territories. They are insect hives formed into large humanoid shapes and animated by an  elemental  spirit. Each one carries within it swarms of insects that defend the golem and repair damage to the hive. Gnoll druids create these golems to defend their sacred sites and villages and as engines of destruction when they make war on neighboring tribes. Hive golems differ depending on the species of insect that inhabits the golem. \n'b'  Fear of Water . Immersion in water suppresses the hive golem\xe2\x80\x99s ability to repair itself, and the golems are consequently wary of going anywhere near bodies of water. They will not willingly cross any water deeper than a few inches. \n'b' Variant: Beehive Golem \n'b' Beehive golems are a composite of beeswax honeycombs and wood. \n'b'   Cold Hating . If the beehive golem takes cold damage its Self-Repair and Swarm abilities do not function until the end of its next turn. \n'b'  Sticky . When the beehive golem is struck with a melee weapon the attacker must make a DC 15  Dexterity  saving throw; on a failure the weapon sticks to the golem. The attacker may use an action to attempt to pull the weapon free, requiring a successful DC 15  Strength  ability check. \n'b'  Variant: Termite Mound Golem \n'b' Termite mound golems are large constructs of hardened brown clay. They are bulky figures without necks, faces, or fingers, having the least humanoid shape. The gnolls that inhabit the Centaur Plains are particularly noted for sending termite mound golems against their neighbors. \n'b'   Packed Earth . The termite mound golem has an Armor Class of 18. \n'b'  Earthen . Any spell that affects earth or stone will suppress the golem\xe2\x80\x99s Self-Repair until the end of its next turn. \n'b'  Variant: Wasp Nest Golem \n'b' Wasp nest golems are paper and mud constructs. The constant drone of wasps surrounds them, making them easy to notice at a distance. \n'b'   Poison . A creature that fails it saving throw against the golem\xe2\x80\x99s Swarm ability must also make a DC 14  Constitution  saving throw. On a failure the creature is  poisoned  for one minute; on a success the creature is immune to this effect for 24 hours. \n'b'  Vulnerable to Fire . The wasp nest golem is vulnerable to fire damage, and fire damage prevents its Self-Repair from functioning until the end of its next turn.'