Homebrew, Ravenloft: Denizens of Darkness (3.5e)
Immutable Form. The min'kin is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the min'kin is subjected to lightning damage, it takes no damage & instead regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. The min'kin has advantage on saving throws against spells & other magical effects.
Magic Weapons. The min'kin's weapon attacks are magical.
Zeitgeber. Each min'kin is built with a specific trigger that is designed to force the min'kin to go unconscious when exposed to it. However, there is the chance that it will cause the min'kin to go berserk.
Whenever the min'kin is exposed to its trigger, roll a d6. On a 6, the min'kin goes berserk. On each of its turns while beserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to & attack, the min'kin attacks an object, with preference for an object smaller than itself. Once the min'kin goes berserk, it continues to do so until it is destroyed or regains all of its hit points.
The min'kins creator, if within 60' of the berserk min'kin, can try to calm it by speaking firmly & persuasively. The min'kin 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 min'kin ceases being berserk. If it is exposed to its trigger again, the min'kin might go berserk again.
Multiattack. The min'kin makes two melee weapon attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Urban