Bone Golem

Medium construct (golem), Unaligned

Armor Class

16 (natural armor)

Hit Points

60 (8d8+24)

Speed

walk 30 ft.

Damage Resistances

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

Damage Immunities

necrotic, 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

7

Berserk

Whenever the bone golem starts its turn with 30 hp 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 attacks an object, usually an object smaller than itself. Once the golem goes berserk, it continues to attack until it is destroyed or it regains all its hp. The golem's creator, if within 60 feet of the berserk golem, can 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 30 hp or fewer, the golem might go berserk again.

False Appearance

While the bone golem remains motionless, it is indistinguishable from a pile of bones or ordinary, inanimate skeleton.

Immutable Form

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

Magic Resistance

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

Magic Weapons

The bone golem's weapon attacks are magical.

Necrotic Absorption

Whenever the bone golem is subjected to necrotic damage, it takes no damage and instead regains a number of hp equal to the necrotic damage dealt.

Actions

Multiattack

The bone golem makes two attacks.

Claw

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 7 (2d6) necrotic damage.

Bone Shard

Ranged Weapon Attack: +6 to hit, range 60/240 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) necrotic damage.

Bone Golem

Large construct, unaligned

Armor Class

14 (natural armor)

Hit Points

133 (14d10+56)

Speed

30 ft.

Damage Immunities

poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 60 ft.

Languages

understands the languages of its creator but can't speak

Challenge

9

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 slam attacks.

Slam

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) bludgeoning damage.

Bone Prison

The golem targets one creature it can see within 60 feet of it. A prison of magical bones surrounds the creature. The target must make a DC 15 Dexterity saving throw or become restrained. The restrained creature can break free by succeeding on a DC 20 escape check, or by destroying the bone prison (AC 20; 50 hit points; immunity to poison and psychic damage). The golem can only have one bone prison active at a time.It may dismiss the bone prison as a bonus action.