Immutable Form. The golem is immune to any spell or effect that would change 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.
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.
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 7) Bludgeoning damage.
Bone Prison. The golem targets one creature it can see within 60 feet of it. A prison of magical bones surrounds the creature. The target must make a DC 15 Dexterity saving throw or become restrained. The restrained creature can escape by succeeding on DC 20 Strength check, or by destroying the Bone Prison (AC 20; 50 hit points; immunity to posion, cold, necrotic and psychic damage, resistant to fire and lighting damage, vulnerable to force damage) The golem can only have one Bone Prison active at a time and not while the effects of Shriek are active. It may recall the Bone Prison as a bonus action.
Shriek. (2/Day) The golem opens its jaw and lets out a loud and piercing shriek. All creature within 60 feet of it that can hear it must make a DC 17 Wisdom saving throw or become frightened. A creature frightened this way is paralyzed for two turns and may repeat the saving throw at the end of its first turn. On success, the effect ends.
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