Medium Undead, Typically Chaotic Evil
Armor Class 15 Chain
Hit Points 40 (14d6 + 5)
Speed 5 ft., Walk 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
20 (+5)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws CON +8
Damage Vulnerabilities Radiant
Damage Resistances Psychic
Damage Immunities Necrotic
Senses Tremorsense (Only active while burrowing) 15ft, Passive Perception 15
Languages Any Languages it knew in life
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Hate filled Bones: Boneheads are angry spirits of those trained and dedicated to the martial arts who can not let go of their resentment of being killed effortlessly by a spellcaster from across the room. If the Bonehead can see a caster, they will be the boneheads primary target. Wizards in particular always taking top Priority.

Disarming Presence: Upon first laying eyes on the Bonehead. Each player must beat a Wisdom Save of DC18 to not perceive the Bonehead as something completely non-threatening. If hit by the Bonehead while under this effect, the player can make the Save again with the DC being lowered to 10, if this roll is also failed, the player must rationalize a reason for how they were hurt by whatever illusion they see in the Boneheads place.

Deja Vu: The Bonehead has a (5 ft radius) aura of confusion surrounding them. A DC 14 Wis Save is required upon entering this Aura. A single success is required to become immune to the effects for 5 minutes. If the save is failed, every creature effected must roll 1d8 for direction and 1d6 (2d6 if dashing) for  5ft blocks of movement, At the end of this compelled movement, the player briefly forgets where they were running and why.

Kruger Effect: If attacked by a creature under the effect of Disarming Presence, the Bonehead forces the player into making a Wis save of DC20. After rolling for attack and damage. Roll 1d6 to determine the effects.

Roll of 1-2 : Attacking Creature has in their complacency, managed to hit themselves with their weapon or have their spell backfire onto themselves.

Roll of 3-4: The attack Misses entirely but the attacking creature is convinced they hit the Bonehead. If casting something with a radial effect, redirect it's centre to a space that would miss the Bonehead. If casting an effect that only requires a Saving Throw such as Toll the Dead, Spell does not cast, however caster is convinced it did.

Roll of 5-6:  Your heart really isn't in it given how little threat you believe this creature poses, deal half damage.

Actions

Contagious Stupidity: Bonehead can choose to become dormant and spread a curse, increasing in radius every turn by 10 ft up to a radius of 250ft. While Dormant, all it's  traits become inactive and it can take no other actions other than ending the Curse.

The Curse has the following effects: 

1) Ability Scores starting from highest to lowest reduce by -2 every 24hours. Once the score reaches zero, it starts again on the highest remaining stat.

2) If all stats reach 0, then the following day, the effected creatures lose all proficiencies and must roll disadvantage on every roll

3) The effects of the Curse start reversing at the same rate once outside the radius. The only way to immediately reverse the Curse is to stop the casting of the cast. Each cast stopped instantly reverses the effects accumulated by each respective Bonehead's Curse radius.

 

Short-sword: Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (1d8 + 4) slashing damage. 

Bow: Ranged Weapon Attack: +5 to hit, range 5/30 ft., 1 target. Hit:  (1d6 + 3) piercing damage.

 

Reactions

Rapid Decay: If attacked by a creature under the effect of Disarming Presence, the Bonehead can choose to flip the players main attack stat mod from + to -. (E.g. +5 becomes -5) This effect can only be held on one target at a time.

Description

Boneheads are incredibly bitter wights who linger on to enact revenge on any spell caster. They trained and dedicated their entire lives to becoming strong and becoming masters in their weapon of choice, only to have a wizard click their finger and vaporize them.

Their bitterness knows no bounds, if a nearby town or village so much as aids or welcomes a spell caster in anyway, that is enough to become target of the spiteful Wight's ire. Their deadly Curse can turn a town of scholars into drooling buffoons incapable of even dressing themselves correctly. If being covert, some Boneheads may take a few days to burrow in under a city from far away and spread the Curse from below the ground.

Ever the embittered underdogs in life, so too are they in death. So strong is their vision of any spell-caster or intellectual as insufferably arrogant and smug, they have manifested it into reality, making each foe they meet a threat unto itself by making them both unfathomably incompetent and over-confident  in their abilities, often resulting in death by misadventure.

A Bonehead revels in stripping dignity from their foe's, humiliating them in death as they humiliated the Bonehead in life.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Stupefy: Bonehead can target a creature and have it lose a proficiency of the Dm's choosing for the round.
  • Rib-cracker: The Bonehead can cause a creature to become unsure of how to walk, halving it's movement speed and Dex Mod for the round.

Regional Effects

The region containing a Bonehead's lair is has  the following effects:

  • Radius of Contagious Stupidity is now expanded to 5 miles.

If the Bonehead dies, these effects fade over the course of 1d4 days

Monster Tags: undead

Monster_Diary

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