b'Golem, Coral \n'b'  Family:   Golems  \n'b'  Large   construct ,  unaligned  \n'b'  Armor Class  16 (natural armor)  Hit Points  152 (16d10 + 64)  Speed  20 ft., swim 30 ft.\n'b' STATS STR: 20 (+5) DEX:  9 (-1)  CON:  18 (+4)  INT:  3 (-4)  WIS:  8 (-1)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  acid, cold, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses  darkvision 60 ft., passive  Perception  9  Languages  understands the languages of its creator but can\xe2\x80\x99t speak  Challenge  8 (3,900 XP) \n'b' Special Traits \n'b'\n'b'  Berserk . Whenever the  golem  starts its turn with 50  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 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\xe2\x80\x99s creator, if within 60 feet 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 50  hit points  or fewer, the  golem  might go berserk again. \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  golem\xe2\x80\x99s  weapon attacks are magical. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The golem makes three slam attacks. \n'b'  Acid Spray . The coral golem projects a liquid spray of acid towards a single target. The targeted creature must make a DC 16  Dexterity  saving throw or take 27 (6d8) acid damage. \n'b'  Poison Cloud (underwater only) . A toxic cloud emanates in all directions, filling a 10 ft.-radius from the golem\xe2\x80\x99s position. The cloud spreads around corners, and its area is heavily  obscured . The cloud follows the golem and disappears after 1 minute. Creatures that begin their turn in the area must make a DC 16  Constitution  saving throw or take 18 (4d8) poison damage. Only coral golems can see through the cloud. \n'b'  Slam .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 14 (2d8 + 5) bludgeoning damage and 3 (1d6) poison damage. \n'b'\n'b' About \n'b' Golems are nearly unstoppable constructs with no ambition beyond following a simple set of orders from their creator. \n'b' Undersea wizards have been known to create coral golems as guardians to protect their domains. As the name indicates, coral golems are made from living material found in the coral forests that countless sea creatures call home. Coral golems can walk on land but are designed for underwater movement. The  golem\xe2\x80\x99s  poison clouds are quite effective at killing unwanted visitors, or at least keeping attackers at bay.'