Necrotic Absorption. Whenever the golem is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.
Crumbling Form. Any time that the golem receives damage equivilant or greater than 10% of its maximum hitpoints in one turn, a piece of it breaks away. Roll a d10 to determine the outcome:
1: The golem loses a leg, reducing its movement speed by half. Its movement becomes 0 if both legs are lost.
2-3: The golem loses an arm, losing access to one of its slam attacks.
4-10: Earth and bones crumble away from the golem's body, reforming into 1d4 Bonelings.
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.
Multiattack. The golem makes two slam attacks, two stomp attacks, or a combination of both.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage and 4(1d8) necrotic damage.
Stomp. Melee Weapon Attack: +8 to hit, radius 5 ft., Hit 13(2d8+5) bludgeoning damage and 4(1d8) necrotic damage.
Of the Earth. If the golem is making contact with bare earth, it can regenerate one lost limb, and regains 2d10+4 hitpoints.
Description
A hulking creature made from the earth and jumbled bones of underground catacombs. The necrotic energy that gives it life also extends to lost portions of its body, rendering it capable of multiplying into smaller entities known as "Bonelings."
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