Fear Aura. 1 target Bloody Bones can see within 30 feet of it must make a Wisdom saving throw or be frightened for 1d4 turns.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 2d6 slashing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 1d10 + 5 piercing damage.
Deathly Gaze. Melee Weapon Attack: +3 to hit, range 10,30 ft., 1 target. target creature must make a DC 14 Wisdom Saving throw or be frightened and take 2d12 necrotic damage each turn. The target may repeat the saving throw each turn.
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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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Description
Bloody Bones is a bogyman who lives in marshes always a couple miles away from a small village. About once a month, Bloody Bones goes to a near by house and captures a citizen from the village and takes it back to the marsh and eats it. Bloody Bones will always take children if it has an option. A couple weeks after the killing the body's leftovers are displayed hanging on a tree or inside a neighbour's fireplace. Creating a Bloody Bones: A Bloody Bones can be created by a Green hag or Annis hag. The ritual involves taking a lost traveller, drowning him in a bog, leaving him to the animals for a day then reanimating the body. Loot: A Bloody Bones always has an empty bag of holding that it grabs its victims with. It might have 1d4 bracelets it stole from its victims and maybe a trinket like a golden ring, a ceremonial dagger, or a bottle of color changing ink. A Bloody Bones also has 1d4 6 foot long strands of bloody rope used to hang up dead victims. Undead Nature: Bloody Bones does not need to sleep eat or breathe to survive.
Lair and Lair Actions
Bloody Bones lives in a marshland. The surrounding area is covered in forest and there is moss all over.
Lair Actions
On initiative count 16 (losing initiative ties), the Bloody Bones takes a lair action to cause one of the following effects; the Bloody Bones can’t use the same effect two rounds in a row:
- Moss starts moving scuttling around as if it is alive in a 5 foot radius under 1 target. The target must make a DC 12 Dex check or fall down and take 1d4 damage and is prone until end of turn.
- The mud begins to sink a target in a 5 foot radius. The target must make a DC 14 Str saving throw or take 1d4 damage per turn. The target may reroll the saving throw every turn.
Regional Effects
The region containing a Bloody Bones’s lair is a marshland. The surrounding area is covered in forest and there is moss all over. , which creates one or more of the following effects:
- Tree cloud the sun even in the day, for the firs 3 turns in Bloody Bones lair players will have to make a DC 11 saving throw or not be able to see without darkvision.
- The liar of a Bloody Bones is surrounded by hung up body parts such as skulls, arms, and hearts. For the first 3 turns a player enters Bloody Bones liar they must make a DC 16 Wisdom saving throw or be frightened until the 3 turns ends.
If the Bloody Bones dies, these effects fade over the course of 1d6 days.
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