Blurmotion. As a bonus action once per round, bloodybones can use the dash action.
Terrifying Aura. Bloodybones sheds dim light within a 30 foot radius, in a harsh crimson. Each creature within the light aura that can see bloodybones must succeed on a DC 14 Wisdom saving throw at the start of its turn or be frightened for as long as it can see bloodybones.
Bloodleech. Bloodybones gestures at a creature within 60 feet whose current hit points are lower than their maximum hit points. As blood runs from any open wounds and flies to bloodybones, the creature must succeed on a DC 14 Constitution saving throw or take 16 (3d10) necrotic damage. Bloodybones gains a number of temporary hit points equal to the damage taken, and its current and maximum hit points increase by 5 (1d10).
A creature reduced to 0 hit points by this attack is slain instantly as their flesh liquefies into bloody tissue, and at the start of the next round, animates as a Skeleton.
Claws. Melee weapon attack: +6 to hit, reach 10ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Description
A hateful and powerful undead spirit, this creature is used as a threat to wicked children. Legends of this dread being terrify even adults, and the very sight of it can cause the blood to run cold and the stomach to churn. Constantly surrounded by an aura of harsh crimson light, the Bloodybones can leech the life essence of a foe with just a gesture, draining an adult in moments. It moves with a jerky, unnatural motion and is unnaturally resistant to damage.
No-one is sure of the origin of this creature, although some stories variously tell that it was once a nobleman or -woman) who bathed in the blood of the innocent to stay youthful, or that its hatred springs from some great betrayal in life, or merely that it was once a hateful individual who so despised misbehaving children that it returned from the realm of the dead.
Created by Building Paper Mountains
Art by Alex Konstad, on ArtStation.
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