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.
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.
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
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.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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:
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- 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:
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If the [monster name] dies, these effects fade over the course of #d# days.
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