Large Undead, Typically Chaotic Evil
Armor Class 14
Hit Points 37 (5d10 + 10)
Speed 50 ft.
STR
16 (+3)
DEX
8 (-1)
CON
14 (+2)
INT
2 (-4)
WIS
8 (-1)
CHA
5 (-3)
Saving Throws CON +4, WIS +1
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Blindsight 60 ft., Passive Perception 9
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Antimagic Susceptibility. The camel skeleton is incapacitated while in the area of an antimagic field. If targeted by dispel magic or remove curse, the camel skeleton must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Rejuvenation. If the camel skeleton is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.

Unusual Nature. The camel skeleton doesn’t require air, food, drink, or sleep.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

 

Monster Tags: Misc Creature

Habitat: Desert

Darfer

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