Berserk

Whenever the creature starts its turn with X hit points or fewer, roll a d6. On a 6, the creature goes berserk. On each of its turns while berserk, the creature attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the creature goes berserk, it continues to do so until it is destroyed or regains all its hit points. The creature’s creator, if within 60 feet of the berserk creature, can try to calm it by speaking firmly and persuasively. The creature 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 creature ceases being berserk. If it takes damage while still at X hitpoints or fewer, the creature might go berserk again. (Flesh Golem, pp. 169, MM)