Antimage defense. An antimagic field surrounds the adamant bones golem, which interrupts the casting of any spell within 50ft of the golem, forcing the caster to make a DC 25 arcana (int) check to continue the casting of the spell.
Multiattack. The golem makes five fist attacks with disadvantage
Punch. Melee Weapon Attack: +6 to hit, reach 6 ft., one target. Hit: 55 (7d10 + 5) bludgeoning and fire damage.
Missile launchers. RangedWeapon Attack: +10 to hit, range 150/1500 ft., one target. Hit: 115 (12d10 + 15) fire damage.
Description
An almost indestructible golem made from adamantine mixed with the bones of an ancient dragon. These golems are usually used to guard tombs of great emperors or great artifacts.
Lair and Lair Actions
Adamant bones golem’s lairs are usually strongholds or tombs
Lair Actions
On initiative count 20 (losing initiative ties), the golem takes a lair action to cause one of the following effects; the golem can’t use the same effect two rounds in a row:
- The golem slams it’s fist on the ground and some of the roof gives way, dealing 2d20 bludgeoning damage to every creature within 100ft of the golem.
- The golem slams it’s foot on the ground and the ground shatters which makes the ground difficult terrain for a turn.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
make it CR 30