Keg Golem

Medium construct (golem), Unaligned

Armor Class

11 (natural armor)

Hit Points

45 (6d8+18)

Speed

walk 30 ft.

Damage Resistances

bludgeoning, piercing, slashing from nonmagical weapons that aren't adamantine

Damage Immunities

poison, psychic

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 60 ft.

Languages

Understands the languages of its creator but can't speak

Challenge

3

Empty Keg

A keg golem holds 20 gallons of ale. If it runs out of ale or empties itself from ale blast, the golem's speed is reduced to 0 and it has disadvantage on all attack rolls until it is refilled with at least 1 gallon of ale.

Immutable Form

The keg golem is immune to any spell or effect that would alter its form.

Magic Resistance

The keg golem has advantage on saving throws against spells and other magical effects.

Rolling Charge

If the keg golem moves at least 15 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 13 Dexterity saving throw or be knocked prone. If the target is prone, the keg golem can make one slam attack against it as a bonus action.

Actions

Slam

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Ale Blast (Recharge 5-6)

The keg golem shoots a 1 gallon jet of ale in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw. On a failure, a target takes 9 (2d8) poison damage and is poisoned for 1 minute. On a success, a target takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.