Large Undead, Typically Lawful Evil
Armor Class 18 Necrotic Strengthened Bones
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
16 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws CON +6, WIS +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Mundane Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Poisoned
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 12
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Undead Fortitude. If damage reduces the Bone Golem to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is bludgeoning or from a critical hit. On a success, the Bone Golem drops to 1 hit point instead.

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

Necrotic Absorption. When the Bone Golem would take necrotic damage, it instead heals by that amount. 

Actions

Multiattack. The Bone Golem makes three Enervating Claw or Bone Spur attacks in any combination.

Enervating Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) necrotic damage, and if the target is a creature, it can’t regain hit points until the start of the skeletal knight’s next turn.

If a target is hit by two Enerverating Claw attacks in the same turn, it must make a DC16 Wisdom save or be Frightened until the end of its next turn. 

Bone Spur. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 14 (2d8 + 5) slashing damage. On a natural even, the target must make a DC16 Strength save, or be pinned and Restrained until the end of its next turn.

Bonus Actions

Skeletal Summons. As a bonus action, the Bone Golem can snap off one of its bones and throw it at a 5 ft. area within 30 ft. where it flashes with necrotic energy as it turns into an armed skeleton. Snapping off the bone causes the Bone Golem to take 10 force damage. 

Reactions

Necromancer's Rebuke. The Bone Golem points a finger, and the creature that damaged it is momentarily surrounded by necrotic flames. The creature must make a DC16 Constitution saving throw. It takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one.

holsomback72

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