Armor Class 16 (natural armor)
Hit Points 105 (10d12 + 40)
Speed 40 ft.
STR
19 (+4)
DEX
9 (-1)
CON
19 (+4)
INT
6 (-2)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws DEX +3, CON +8, WIS +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 60 ft., Passive Perception 10
Languages understands the languages of its creator but can't speak
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Magic Immunity. The golem is immune to all spells, spell-like abilities, and supernatural effects, except by those that originate from an artifact or deity.

Critical Immunity. Critical hits against the golem are treated as normal hits.

Magic Weapons. The golems' weapon attacks are considered magical.

Unusual Nature. The golem doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The golem can use its frightful presence. It then  makes three attacks, one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Frightful Presence. Each creature of the golem's choice that is within 120 feet of the golem and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each its turns. On a successful save, the effect ends on the target. If a creature's saving throw is successful or the frightened effect ends for it, the creature is immune to the golem's Frightful Presence for the next 24 hours.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The golem makes a Wisdom (Perception) check.

Tail Attack. The golem makes a tail attack.

Wing Attack (Costs 2 Actions). The golem beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 16 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone.

Description

A bone dragon golem is composed of dragon bones linked together with adamantine wire into the form of a dragon, animated by drawing on the bones’ inherent magic. Each bone is etched with intricate glyphs that allow animating power to flow through the golem’s form.

Bone dragon golems’ resilience and obedience make them excellent guardians for their creators, and their supernaturally fearsome presence is a strong deterrent against intrusion.

Previous Versions

Name Date Modified Views Adds Version Actions
8/5/2023 12:19:41 AM
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johnnymass89

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