Pile of Bones. When killed, the bone commander's body becomes difficult terrain.
Turn Defiance. The bone general has advantage on saving throws against effects that turn undead.
Martial Advantage. Once per turn, the bone general can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the bone general that isn't incapacitated.
Multiattack. The bone commander makes three weapon attacks.
Morning Star. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. A creature hit by this attack twice in the same turn has disadvantage on Strength and Dexterity saving throws until the end of the bone general's next turn.
Ground Pound (Recharge 5-6). The bone commander strikes the ground with all its might, causing a tremble in a 10 ft. radius centered on itself, or in a 15-foot square originating from it. Each creature other than the bone general must succeed on a DC 17 Dexterity saving throw or take 27 (6d8) bludgeoning damage and be knocked prone. A creature that fails the saving throw by 5 or more is also stunned until the end of the bone general's next turn.
Description
Even the dead know no rest from the evils that lurk within the Darkest Dungeon. Within the Ruins were innumerable graves of servants who, in times long past, served the family with honor and unwavering loyalty. However, when their mortal lives ended, so did their loyalties.
Reanimated by the dark and unholy magics of the Necromancer and his apprentices, they serve their new master with blind, unquestioning fervor. While they normally reside in the Ruins with the rest of the undead, some have been seen assisting servants of the darkness in other areas of the Estate.
From DM-Tuz's Horrors of the Dark
Previous Versions
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