Legendary Advantage (3/Day). If Bones fails a saving throw, he can roll a second time, and take the higher of the two numbers.
Infectious Bite. Bones's fanged maw is a natural weapon, which he can use to make unarmed strikes. If he hits with it, he deals piercing damage equal to 2d6 + his Strength modifier, along with 1d4 necrotic damage.
Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). The lich has the following druid spells prepared:
Cantrips (at will): Control Flames, Druidcraft, Produce Flame, Thunderclap
1st level (4 slots): Earth Tremor, Entangle, Ice Knife
2nd level (3 slots): Blindness/Deafness, Flame Blade, Flaming Sphere, Gentle Repose, Moonbeam, Spike Growth
3rd level (3 slots): Animate Dead, Conjure Animals*, Gaseous Form
4th level (3 slots): Blight, Confusion, Giant Insect, Polymorph
5th level (3 slots): Cloudkill, Contagion, Maelstrom, Reincarnate
6th level (1 slot): Wall of Thorns
7th level (1 slot): Fire Storm, Reverse Gravity
8th level (1 slot): Earthquake, Tsunami
9th level (1 slot): True Resurrection
Turn Immunity. Bone Daddy has immunity against any effect that turns undead.
Crafty Bastard. When any creature is summoned by Bones, they receive the Undead title along with the ones they already had, and an alignment of Chaotic Neutral. If the creature is humanoid, they are armed with one of the following items; a shield, a club, a javelin, or 2d8 blowgun needles and a blowgun. Each of these pieces has been made by Bones, crafted out of the bones and body of his previously fallen foes.
*for flavor, the only animals he can create with Conjure Animals are ones that would live in a swamp domain.
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Symbiotic Entity. Bones can use Wild Shape to awaken the spores that are infused in him to gain +72 temp HP and deal 1d6 additional necrotic damage when he hits with a melee weapon attack. This lasts for 10 minutes, until he loses all these temporary hit points, or until he's forced to use Frenzied Mau.
Maniacal Laughter. Bones has learned to laugh. He uses this talent in response to all emotional situations, whether it's appropriate or not--if Bones receives 20+ points of damage, he bursts into a fit of laughter. All surrounding creatures within 20 feet of him, whether they're on his side or not, must make a DC 16 Charisma saving throw or be frightened for 1 minute.
Frenzied Mau. Bones can throw himself into a vicious feeding frenzy. As a reaction, he can make a special attack with his bite. If the attack hits, it deals its normal damage, and he gains temporary hit points (2d6 + Con). He can’t use this trait again until he finishes a short or long rest, and he can't use spells until after his next turn.
Bones can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of its turn.
Cantrip. Bones casts a cantrip.
Paralyzing Touch (Costs 2 Actions). Bones uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Bones fixes his gaze on one creature he can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Bones's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Bones must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Description
Bones is what's left of a lizardfolk druid, turned to an immortal lich. Terrifying in his power, it is a blessing that the creature isn't inherently evil, finding value in all life forms, and even more value in life after death. Driven mad by the lich's curse, he often does whatever he fancies, doting on those who pray to him as a patron or those that he raises as his servant from a different plain or the abyss of death. All of those who worship him are welcome in his domain, considered protected persons akin to the lich's children.
He is a hulking figure, standing at a tall 7'5", though much of his body is waterlogged and rotten. Bones straps himself together with leathers that are thrifted from creatures he's killed, the lich decorated in the dead flesh and bones of both fallen friend and foe.
Lair and Lair Actions
The Swamp
Much like he had in life, Bones spends much of his time skulking around his part of the bayou. Hunting down unsuspecting creatures for his crafts, constructing traps, and tending to his undead guardians, there's hardly a single moment where Bones isn't moving around. Undead and bound demons lurk in shadowy recesses of the swamp, emerging to destroy those who dare to disturb their master’s hard work. That being said, if he has invited people into his swamp, or even better, into his hidden cave, they will be welcomed guests and treated with the utmost respect. Even his creatures will be as polite and doting as they possibly can be, willing to lead them along back to their master's lair.
Bones, when encountered in his lair, has a challenge rating of 22 (41,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), Bones can take a lair action to cause one of the following magical effects. He can’t use the same effect two rounds in a row:
- Bones rolls a d8 and regains a spell slot of that level or lower. If he has no spent spell slots of that level or lower, nothing happens.
- Bones targets one creature he can see within 30 feet of it. A crackling cord of energy tethers him to the target. Whenever Bones takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Bones takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until Bones or the target is no longer in his lair.
- Bones calls forth the spirits of creatures that died in his lair. These apparitions materialize and attack one creature that they can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear. Usually, these creatures consist of beasts that Bones has long since preyed upon, dragged back to his lair, and eaten.
Huge Thanks to Ángel Hormías for his wonderful artwork! Email: geliser.art@gmail.com
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/30/2024 1:21:10 AM
|
17
|
0
|
0.0
|
Coming Soon
|