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.
Comments