False Appearance. While the boneyard remains motionless, it is indistinguishable from a pile of bones.
Consume Bone. Any creature bitten by a boneyard must succeed a DC 16 Constitution saving throw or take (2d4) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the boneyard regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A Creature killed this way can only be revived by means of the Resurrection spell or greater.
Legendary Resistance (3/Day). If the boneyard fails a saving throw, it can choose to succeed instead.
Multiattack. The Boneyard makes 3 bite attacks or uses Inflict Wounds.
Bite. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: (4d6 + 7) piercing damage. Any creature bitten by a boneyard must succeed a DC 16 Constitution saving throw or take (2d4) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the boneyard regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A Creature killed this way can only be revived by means of the Resurrection spell or greater.
Summon Skeletons (3/day). The Bones of the boyard separate and form a skeletal Triceratops or 3 Girallon Zombies but in Skeletal form with immunity to cold and lightning. (Can be counterspelled at 7th level)
Inflict Wounds (Recharges on death via Consume Bone). Melee Spell Attack: +10 to hit. On a hit, the target takes (9d10) necrotic damage.
The Boneyard can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Boneyard regains spent legendary actions at the start of its turn.
Bite (Costs 1 Action). The boneyard makes a bite attack.
Detect (Costs 1 Action). The boneyard makes a Wisdom (Perception) check.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 20 (losing initiative ties), the boneyard takes a lair action to cause one of the following effects; the boneyard can’t use the same effect two rounds in a row:
- The bones curl up wrapping a creature within them. Every creature that the boneyard can see has to make a Strength saving throw DC 16. On a failure they are grappled and restrained by the bones. A creature can use an action to free itself of the bones by making a DC 16 Athletics check.
- The bones pilled up on the floor congeal together and form a Minotaur Skeleton.
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