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.
Unholy Animation. The golem counts as undead for effects such as a paladin's divine smite and the effects of the hallow spell. However, it is immune to effects that turn or control undead.
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 attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Bone Lance. The golem takes 5 damage before making this attack. Ranged weapon attack: +10 to hit, range 60/120 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Absorb Life (recharge 5-6). All creatures other than undead or constructs within 30ft of the golem must make a DC 17 constitution saving throw. On a failure, the target takes 40 (9d8) necrotic damage, or half on a success. The golem regains hitpoints equal to half the damage done by this ability.
Bone Call. All creatures of the golems choice within 60ft that have a skeleton must make a DC 17 Strength saving throw or be pulled 30ft closer to the golem. Additionally, the golem recalls any bone lances and can take the bones of up to three corpses that have a skeleton. The golem regains 5 hit points per recalled lance and 20 hit points per corpse skeleton absorbed.
Description
Bone golems are magical constructs fashioned from skeletal remains and animated through necromancy. Like other golems, they are nearly impervious to spells and ordinary weapons.
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