Dragonbone Golem

Dragonbone Golem Lore

Arcana DC 20: The runecarving process to unleash and channel the latent draconic magic of the bones can damage their structural integrity, leaving them brittle and prone to shattering.
History DC 15: Even these pale imitations of draconic
power can induce a sort of instictive fear in most living creatures, so deeply ingrained are the ancestral memories of dragon-prey.

Dragonbone Golem Tactics

Dragonbone golems retain some of the predatory bearing of their animating magic, prioritizing the injured and vulnerable with their attacks. If one of their attack options is damaged, they will often use it once more before switching to something else, as their inability to experience pain slows their reactions to injury.



Dragonbone Golem

Large construct, unaligned


  • Armor Class 17 (Natural Armor)
  • Hit Points 205 (24d10 + 72)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 17 (+3) 3 (-4) 11 (+0) 10 (+0)

  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Understands Draconic and the languages of its creator but can't speak
  • Challenge 11 (7,200 XP)

Brittle Body. Attacks that deal bludgeoning damage score a critical against the golem on an 18-20. When a critical hit is scored against the golem, the golem suffers one additional effect of the attacker's choice:

  • The golem's movement speed is reduced by 20.
  • The golem has disadvantage on attacks made with its Splinterfang Bite.
  • The save DC of the dragon's Tailbarb Swipe is reduced to 12.
  • The golem makes one fewer attack with its multiattack.
  • The golem loses a use of its Pinion Cage.

Fear Aura. Each creature of the golem’s choice that starts its turn within 20 feet of the golem must make a DC 15 Wisdom saving throw unless the golem is incapacitated. On a failed save, the creature is Frightened until the start of its next turn. On a successful save, the creature is immune to this golem’s Fear Aura for the next 24 hours.

Limited Magic Immunity. The golem can't be affected or detected by spells of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Actions

Multiattack. The dragon makes three attacks, one of which may be with its bite.

Splinterfang Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. On a hit or miss, the target and each creature within 5 ft. of it must succeed on a DC 17 Dexterity saving throw or take 11 (2d10) piercing damage.

Rending Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. This attack scores a critical hit on a roll of 18-20 against a creature that is Frightened.

Tailbarb Swipe (Recharge 5-6). Each creature in a 15 ft cone must succeed on a DC 17 Dexterity saving throw or fall prone and take 18 (6d8) bludgeoning plus 21 (6d6) slashing damage, or take half as much damage on a success.

Reactions

Pinion Cage (2/Day). When a creature falls prone within 10 feet of it, the golem can detach one of its wings, stabbing the bones of it into the ground around the creature and restraining it in place (escape DC 17).

The bones can be attacked (AC 17; 20 HP; immunity to poison and psychic damage).

Art Credits

  • Dragonbone Golem by David Sladek
  • Bisk, Goblin King by Rae Elderidge

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