Medium Undead (Skulk), Neutral Evil
Armor Class 15 Natural Armor
Hit Points 124 (6d20)
Speed
STR
16 (+3)
DEX
13 (+1)
CON
18 (+4)
INT
7 (-2)
WIS
12 (+1)
CHA
5 (-3)
Saving Throws STR +6, CON +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Frightened
Senses Passive Perception 16
Languages Understands common but cant talk
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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.

 

Actions

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.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

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.

Habitat: ForestSwamp

lyndonlyndon

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