Fire/Necrotic Absorption. Whenever the golem is subjected to fire or necrotic damage, it takes no damage and instead regains a number of hit points equal to the fire or necrotic damage dealt.
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.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
Bone Shard. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 20 (3d8 + 7) piercing damage plus 7 (2d6) necrotic damage.
Horrifying Visage: Target one non-undead creature within 60 feet of the golem that can see it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this golem's Horrifying Visage for the next 24 hours.
Bone Explosion. The Bone Golem can violently release all of its magical energy in one blast when dropped to 0 hp. All creatures within 30 feet must make a DC 16 Dexterity Saving throw. They take 5d10 bludgeoning damage, and 2d10 piercing damage on a failed save, and half as much on a successful save.
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