Medium Undead, Neutral Evil
Armor Class 13 (bone)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
15 (+2)
INT
6 (-2)
WIS
8 (-1)
CHA
5 (-3)
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages Understands all languages it knew in life but can't speak
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Necromagnetism. Bones within 60ft of the Compound Skeleton will be drawn towards it at a rate of 20ft per round. Upon reaching the Compound Skeleton, the bones will adhere to the creature, acting as armour. This bone armour increases the Compound Skeleton’s AC. Two Tiny skeletons or one Small or Medium skeleton will increase the AC by 1, while Large skeletons will increase the AC by 2. If the Compound Skeleton’s AC grows above 14, its size changes to Large. If the Conpund Skeleton’s AC grows above 17, it loses its vulnerability to Bludgeoning. This trait ceases if the Compound Skeleton’s AC grows above 19. Bones from Huge and Gargantuan creatures are unaffected.

Actions

Sharpened Bone-Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Description

Often when a skeleton is created by some fiendish necromancer, it will be draped in scraps of clothes and armour and given discarded weapons in order to have a better chance against wandering heroes.

However, the thinking villain may come up with a more efficient idea. The Compound Skeleton is surrounded with a weak necromantic aura that draws bones towards itself, attaching to the skeleton with an almost magnetic attraction. This way, weapons and armour are never in short supply, so long as the creature continuously kills.

If left unchecked, this undead experiment can grow into a monstrous, roughly humanoid mass of bones with a human skeleton encased inside.

Monster Tags: undeadhumanoid

Habitat: ForestUnderdarkUrban

BodyBeard

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