Bone Golem
Bone Golems are the terrible creations of Necromancers, formed out of bone splinters and pieces from various creatures and humanoids. Although they seem very basic, their bone structures are magically enchanced, making them formidable foes and perfect for front-line combat.

  • The first bone golem was created out of pure accident: a novice necromancer was trying to raise numerous skeletons, but instead managed to merge all of them together, creating a hulk of powerful bone plates. His mentors quickly grew to admire his work, while his peers grew jealous. His career in golemancy was cut short, as his fellow students turned on him, stabbing him in the night. His bones were nowhere to be found when morning came, just a sack of skin with a horrified and pained visage on its flat face.

The golem can make one slam attack, or fires three splinters.
Slam: (1d20+5 +N), 5ft reach, one target
  • (2d8+5 +N) bludgeoning damage
Splinters: (1d20 +3 -1 +N), 60ft reach
  • The golem fires three projectiles, but takes 3d4 damage in the process.
  • (2d4 -1 +N) Piercing damage
Construct, Undead

Alignment: Neutral

Size: Large

Health: 100

Armor Class: 17 (Bone Plates)

Challenge Rating: 9 (5000xp)


Proficiency Bonus: +3

Saving Throws: none

Damage Immunities: Lightning, Poison, nonmagical normal damage that aren't adamantine.

Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Abilities / Weaknesses
    Aversion to Thunder:
    • If the golem takes Thunder damage, if loses 1 point of AC and takes an additional die of thunder damage.

    Immutable Form:
    • The golem is immune to any spell or effect that would alter its form.

    Necrotic Absorbtion:
    • Whenever the golem is subjected to necrotic damage, it takes no damage and instead restores shards of bones and plating.

    Magic Resistance:
    • The golem has advantage on saving throws against spells and other magical effects

    Enchanted Weapons:
    • A golem that has a creator / master and is infused with their magical essence, granting them a bonus to attack and damage. As a result of the magics used to bind the golem, their weapon attacks are magical and ignore resistances and immunity to nonadamantine slashing, piercing, and bludgeoning damage types.
    • Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes beserk, attacking the nearest creature or object it can see. The golem continues its beserk until it is destroyed or regains all hit points.
    • The golem's creator can try to calm it by speaking the command word within 60 feet of it, and must succeed a DC 15 Charisma (persuasion) check or else the creator becomes a target.
    • If it takes damage while still at 40 points or below, the golem might go beserk again.

    Killing its master
    Killing the golem's master can have various effects:
    • The golem loses any benefits gained from Enchanted Weapons.
    • The golem will enter a Beserk state, and will not stop until it is destroyed.