Gargantuan Monstrosity, Chaotic Evil
Armor Class 17 (natural armour)
Hit Points 212 (17d12 + 102)
Speed 40 ft.
STR
20 (+5)
DEX
15 (+2)
CON
22 (+6)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws CON +10, WIS +7, CHA +8
Skills Athletics +9, Intimidation +8, Perception +7, Survival +11
Damage Resistances Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Damage Immunities Necrotic
Condition Immunities Exhaustion, Frightened
Senses Darkvision 120 ft., Tremorsense 10 ft., Passive Perception 17
Languages --
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Bright Light Sensitivity. While in bright light, the Boneskinner has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Unnatural Aura. A creature that starts its turn within 90 feet of the Boneskinner, and is in dim light or darkness, takes 4 (1d8) necrotic damage.

Devil's Sight. Magical darkness doesn't impede the Boneskinner's darkvision.

Regeneration. If the Boneskinner has at least 1 hit point, it regains 10 hit points at the start of its turn. If it starts its turn in bright light, this trait doesn’t function for this turn.

Legendary Resistance (3/Day). If the Boneskinner fails a saving throw, it can choose to succeed instead.

Hidden Step. If the Boneskinner is in dim light or darkness, it can, as a bonus action, turn invisible until the end of its next turn or until it attacks, makes a damage roll, or forces someone to make a saving throw.

Innate Spellcasting. The Boneskinner's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: darkness, dispel magic, chill touch

1/day: cloudkill, dominate person, mass suggestion

Hearts of the Boneskinner (Mythic Trait; Recharges on a Short or Long Rest). When the Boneskinner is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, the damage creates cracks in its skin, revealing its hearts. The Boneskinner has two hearts, both in its chest, next to each other. A heart has an AC of 16 and 40 hit points. It is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its ability scores as 10 (+0). If the Boneskinner finishes a short or long rest, the skin heals, any destroyed hearts regenerate, and the hearts are covered again. The Boneskinner dies when both the hearts are destroyed.

Actions

Multiattack. The Boneskinner makes three attacks, one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing  damage plus 9 (2d8) necrotic damage.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Death Wind (Recharge 5-6). The Boneskinner emits a 40-foot cone of necrotic, poisonous gas. Every creature in the area must make a DC 16 Constitution saving throw, or take 18 (4d8) poison damage, 18 (4d8) necrotic damage, and are frightened. On a successful save, a creature takes half as much damage, and is not frightened. Any source of light caught in the cone, magical or otherwise, is extinguished.

Reactions

Negate Spell (2/Day). When the Boneskinner sees a creature within 60 feet of it casting a spell, it tries to interrupt it. If the creature is casting a spell using a spell slot of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th-level or higher, it must succeed on a DC 16 Intelligence saving throw, or the spells fails and has no effect.

Legendary Actions

The Boneskinner can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Boneskinner regains spent legendary actions at the start of its turn.

Move. The Boneskinner moves up to its speed.

Claw. The Boneskinner makes one claw attack.

Scorned. The Boneskinner casts a spell from its Innate Spellcasting trait.

Mythic Actions

If the Boneskinner's mythic trait is active, it can use the options below as legendary actions:

Curse. The Boneskinner attempts to curse a creature it can see within 30 feet of it. The target must make a DC 16 Wisdom saving throw, or suffer vulnerability to necrotic damage until the end of the Boneskinner's next turn.

Rampage. The Boneskinner makes two attacks: one with its bite and one with its claw.

Description

Boneskinner as a Mythic Encounter

Foreshadow the Boneskinner using its mythic trait by describing its skin cracking. Read or paraphrase the following text when the Boneskinner finally uses its Hearts of the Boneskinner trait:

The monster’s skin cracks, revealing two pulsing hearts buried amid heaps of muscle and strands of a familiar black ooze. The boneskinner thrashes, channeling its pain into fury.

Lair and Lair Actions


Lair Actions

On initiative count 20 (losing initiative ties), the Boneskinner takes a lair action to cause one of the following effects; the Boneskinner can’t use the same effect two rounds in a row:

  • The Boneskinner magically teleports up to 120 feet to an unoccupied space it can see.
  • The Boneskinner casts its innate darkness spell.

Regional Effects

The region containing the Boneskinner's lair is warped by its magic, creating the following effect:

  • All creatures that are within 500 feet and hostile to the Boneskinner have their darkvision, if they have any, reduced by 30 feet. Creatures who get darkvision from outside sources (such as goggles of night or the darkvision spell) do not have their darkvision reduced in this way.
  • Creatures within 1 mile of the Boneskinner's lair sometimes feel as if they’re being watched when they aren’t.
  • The Boneskinner telepathically communicates with any number of creatures at once, provided they’re all within its lair.

If the Boneskinner dies, this regional effect ends immediately.

Previous Versions

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