Large Undead, Chaotic Evil
Armor Class 24 Natural
Hit Points 715 (30d20 + 400)
Speed 50 ft.
STR
27 (+8)
DEX
25 (+7)
CON
18 (+4)
INT
16 (+3)
WIS
14 (+2)
CHA
30 (+10)
Saving Throws STR +17, DEX +16, CHA +19
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft, Passive Perception 18
Languages Abyssal, Common
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Unholy Toughness. The boneclaw gains extra hit points equal to its Charisma modifier times its number of Hit Dice (included in the hit points).

Turn Resistance. The boneclaw has advantage on saving throws against any effect that turns undead.

Spellcasting. The boneclaw is an 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). The boneclaw has the following spells prepared:

Cantrips (at will): chill touch, sapping sting, ray of frost

1st level (5 slots): cause fear, dissonant whispers, shield, ray of sickness

2nd level (4 slots): blindness/deafness, blur, invisibility, mirror image

3rd level (3 slots): animate dead, counterspell, vampiric touch, fear

4th level (3 slots): hallucinatory terrain, greater invisibility

5th level (3 slots): cloudkill, contagion

6th level (2 slot): disintegrate, soul cage

7th level (2 slot): finger of death, power word pain

8th level (1 slot): feeblemind, power word stun

9th level (1 slot): power word kill

Spectral Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Actions

Multiattack. The boneclaw makes two claw attacks and casts one spell.

Claw. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 46 (8d6 + 10) piercing damage.

Bonus Actions

Skeletal Guardian Wings. Once per short rest, as a bonus action, the boneclaw can summon a pair of skeletal wings. Each wing has 3d4 spines. Whenever an attack would hit the boneclaw, it can cause one spine to shatter instead, negating the attack. A critical hit against the boneclaw requires two spines to negate. So long as the boneclaw has at least 1 spine remaining, it has a 30 ft. fly speed.

Frightening Roar. Once per short rest, as a bonus action, the boneclaw can force creatures within 60 ft. of it to make a DC27 Wisdom saving throw, becoming frightened until the end of their next turn on a failed save. Fortitude Recharge: When one Hit Point pool is reduced to 0, frightening roar recharges.

Shake the Sky. Once per short rest as a bonus action the boneclaw can force creatures within 20 ft. of it to be pushed a number of ft. equal to its Strength modifier x 5 and make a DC30 Strength saving throw, falling prone on a failed save. Fortitude Recharge: When one Hit Point pool is reduced to 0, shake the sky recharges.

Spectral Movement. As a bonus action, the boneclaw can take the dash, disengage, or hide action, and move up to half its movement.

 Spectral Summon. Once per short rest as a bonus action, the boneclaw can summon 2d4 shadows in any free spaces with 30ft. Fortitude Recharge: When one Hit Point pool is reduced to 0, spectral summon recharges.

Reactions

Flying Leap. While its skeletal wings are intact, if the boneclaw takes damage it can choose to sacrifice an additional spine from its wings, and as a reaction fly up to twice its speed in a straight line without triggering opportunity attacks.

Fortitude Recharge. When one Hit Point pool is reduced to 0, flying leap recharges and can be used immediately as a reaction, but if its wings are no longer intact, it must end this movement on a surface or begin to fall.

Sturdy Bones. When an attacker the boneclaw can see hits it with an attack, it can use its reaction to halve the attack’s damage to it.

 

Legendary Actions

Sickly Strike. When a claw attack from the boneclaw critically succeeds, it may use a legendary reaction to force the attacked creature to perform a DC25 Constitution saving throw, on a failure, give the creature a random disease. Roll 1d4:

1. Cackle Fever

2. Sewer Plague

3. Sight Rot

4. DM's Choice

Domineering Presence. If another creature enters, for the first time on their turn, a space adjacent to the boneclaw, it can as a legendary reaction force that creature to make a DC21 Dexterity saving throw, falling prone and incapacitated on a failed save until the end of the boneclaw's next turn.

Redirect. When a melee weapon attack misses against the boneclaw by 5 or more, it can as a legendary reaction force the attacking creature to move a number of feet equal to this creature’s Dexterity modifier x 5 in any direction to an open space. If the attacking creature ends this movement with another creature within their melee weapon’s range, the boneclaw can force the attacking creature to make a weapon attack with disadvantage against that creature.

Leg Sweep. If an adjacent creature’s attack misses against the boneclaw, it can as a legendary reaction force that creature to make a DC20 Dexterity saving throw, falling prone on a failed save. (Usable when the boneclaw has more than two health pools remaining)

Defensive Push. If an adjacent creature's attack against this creature misses, it can as a legendary reaction force the attacking creature to make a DC25 Strength saving throw, being pushed a number of ft. equal to 10 times its spellcasting modifier on a failed save. (Usable when the boneclaw has less than three health pools remaining)

Return Missile. If a ranged weapon attack against the boneclaw misses by 5 or more, it can as a legendary reaction return the launched missile against the attacker. Make a spell attack roll and deal the weapon’s damage die plus the boneclaw’s spellcasting modifier on a hit.

Offensive Pull. If a ranged attack from a creature against the boneclaw misses, it can as a legendary reaction force the attacking creature to make a DC20 Strength saving throw, being pulled a number of ft. equal to 10 times its spellcasting modifier on a failed save. (Usable when the boneclaw has more than two health pools remaining)

Side Step. When an attack misses against the boneclaw, it can as a legendary reaction move up to half its speed without triggering opportunity attacks and make a single weapon attack during this movement.

Unsettling Glare. If the boneclaw succeeds on a saving throw forced by another creature, it can as a legendary reaction force that creature to make a DC20 Intelligence saving throw, suffering disadvantage on the next saving throw they make until the end of the boneclaw’s next turn on a failed save.

Ghastly Cry. Once per short rest, when the boneclaw reaches its last health pool, it can as a reaction summon spectral hands from its body. Each creature within 80 ft. must make a DC27 Wisdom saving throw, becoming paralyzed on a failed save. A paralyzed creature can repeat their saving throw at the end of each of its turns to escape. The boneclaw must maintain concentration as if it were concentrating on a spell to maintain this feature.

Mythic Actions

Paragon Fury. The boneclaw may take one additional turn in each round of combat for each of its hit point pools that have been reduced to zero. The boneclaw determines initiative normally for its first turn, though it gains advantage on the roll. Each subsequent turn the boneclaw gains is inserted immediately after any one PC’s turn in the initiative order. (179/179/179/178)

Description

Boneclaws are bloodthirsty undead that enjoy using their extendable claws to bring death to the living. The lore of the dead does not reveal what dark necromancer's laboratory or nether plane boneclaws entered the world. Perhaps they merely "evolved" from lesser forms.
The boneclaw is an intelligent skeletal undead that possesses exception control over the length of its claws. At will, a boneclaw can extend one or two of its finger-claws to a distance of 20 feet, nearly skewering fleshy creatures that stand in the way.
A boneclaw stands about 8 feet tall and weighs about 300 pounds.

This one seems a bit stronger than usual.

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