Hive Mind. All elements of a bone collective within 50 miles of their main body constantly communicate with each other. If one is aware of a particular danger, they all are. Any bone collective with at least 30 hit points forms a hive mind, giving it an Intelligence of of 14. Below this HP threshold, it becomes mindless (Intelligence 0) and loses its innate spellcasting ability. At 0 HP, a few surviving sets of bones scatter, and must spend months to create a new collective.
Innate Spellcasting. The Bone Collective's spellcasting ability is [charisma] (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells.
At will: [chill touch]
3/day: [animate dead] (5 skeletons or zombies max)
Swarm. A Bone Collective can act as a swarm (composed of smaller elements), or it can grant a single member (called an exarch) control, acting as a singular creature. Changing between forms takes one action. In its singular form, the collective can't occupy the same space as another creature, but it can perform sneak attacks and cast spells. In swarm form, the Bone Collective can occupy another creature's space and vice versa, and it can move through openings at least 1 foot square. it can't change to singular form while it occupies the same space as another creature. It uses its skills normally in either form.
Multiattack. The Bone Collective makes two claw attacks, or once claw and one bite attack, or one swarm attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 31 (4d12 + 5) [piercing] damage, and the target must make a save DC 16 Con save or suffer the effects of Wyrmblood Venom.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 25 (3d12 + 5) [slashing] damage.
Swarm Attack. Melee Weapon Attack: +8 to hit, reach 0 ft., 1 target in the swarms space. Hit: 57 (8d12 + 5) [piercing] damage, or 31 (4d12 + 5) [piercing] damage if the Bone Collective has half its hit points or fewer. If the attack hits, the target must make a successful DC 15 Con save or suffer the effects of Wyrmblood Venom.
Wyrmblood Venom. Bone collectives create a reddish liquid, which they smear on their fangs. The freakish red mouths on the tiny skeletons are disturbing, and the toxin is deadly. A bitten creature must succeed on a DC 15 Con save or become poisoned and take 1d6 Charisma damage. a poisoned creature repeats the saving throw every 4 hours taking another 1d6 Charisma damage for each failure, until has made 2 consecutive successful saved or survived for 24 hours. if the creature survives, the effect ends and the creature can heal normally. Lost Charisma can be regained with a [lesser restoration] spell or comparable magic.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A bone collective is almost a fluid; its thousands of tiny bones coalesce into a humanoid form only to disperse in a clattering swarm the next moment. Their tiny bones rustle when they move, a quiet sound similar to sand sliding down a dune.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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