Bell Golem

Medium construct, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 153 (18d8 + 72)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
25 (+7) 8 (-1) 19 (+4) 6 (-2) 11 (+0) 1 (-5)

  • Saving Throws Dex +3, Con +8, Wis +4
  • Damage Immunities poison, psychic, thunder; bludgeoning, piercing, and slashing damage from nonmagical weapons not made of adamantine
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive perception 10
  • Languages understands the languages of its creator but can't speak
  • Challenge 9 (5000 XP)

Berserk. Whenever the golem starts its turn with 40 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 moves as close to the nearest creature as possible and attacks itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.

The golem's 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 40 hit points or fewer, the golem might go berserk again.

BONG! When the golem takes bludgeoning damage, it emits a ringing audible within 300 feet. Each creature within 30 feet of the golem must make a DC 16 Constitution saving throw. On a failed save, a creature takes thunder damage equal to the damage dealt to the golem. On a successful save, a creature takes half as much thunder damage.

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.

Actions

Multiattack. The golem makes two warhammer attacks.

Warhammer Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit 12 (1d10 + 7) bludgeoning damage. If the target is itself, it is an automatic critical hit.

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 warhammer attack as a bonus action. Credit: Aleksandar Ignatov