Large Swarm of Medium undead, Chaotic Neutral
Armor Class 15 natural armor
Hit Points 175 (4d8)
Speed 75 ft.
STR
23 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
12 (+1)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws STR +9, DEX +6
Skills Intimidation +14
Damage Vulnerabilities Acid
Damage Resistances Bludgeoning, Force, Piercing, Slashing
Damage Immunities Cold
Condition Immunities Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 200 ft, Passive Perception 7
Languages Common, Primordial
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Haunting glare. It stares at you menacingly Frighting you 

Spellcasting. The Bone elemental is a 5-level spellcaster. Its spellcasting ability is dexterity (spell save DC 6, +3 to hit with spell attacks). The bone elemental has the following Necromancer spells Resurrect.

Actions

Action Name. It roars at you loudly warning other skeletons nearby of incoming enemies

and to show that it's attacking

Stomp Melee Weapon Attack: +6 to hit, reach 6 ft., 1-4 targets. Hit: 1-4 (1d20 + 6) bludgeoning damage. 

Swipe. melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 1 (1d20 + 6) Slashing damage.

Smash Melee Weapon Attack: +6 to hit, reach 8 ft., 1-2 targets. Hit: 1-2 (1d20 + 6) bludgeoning damage. 

Bonus Actions

Bone elementals to put it simply are... Terrifying 

There giant skeletal hulking monstrosities capable of Destroying groups of knights

They live around places with a high count of skeletons but after a while and resurrecting a small group of Skeleton archers and Warriors they start to wonder and be Curious about the world around them (since when they form they have a completely new mind)

They can revive other untouched buried skeletons to follow them around.

They tend to be naturally hostile to Cadaver collectors when they try to take things from the skeletons that they resurrect

 

Reactions

Intimidate. If it notices you rushing it will let out a roar/hiss similar to that of a zombie

it won't react to an arrow hitting it.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

They are mostly around 8-10 Ft tall 

they also tend to attack in groups of other skeletons (and rarely other skeleton elementals)

noticeably have ribcages on their lower legs lower arms and shoulders

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: humanoidElemental

Habitat: DesertForestGrasslandMountain

technosoul

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