Huge Undead, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 340 (28d10 + 60)
Speed 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
13 (+1)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +8, WIS +7
Skills Deception +7, Insight +6
Damage Vulnerabilities Radiant
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 12
Languages Infernal, Telepathy 120 ft.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Devil's Sight. Magical darkness doesn't impede the horse's darkvision.

Shattering Bones. If a creature within melee range must make a DC 15 Dexterity saving throw or take 7(2d6) piercing damage on a failed saved. The creature takes no damage on a successful save.

No Bones Day. Aura :DC 15 Constitution Save, reach 30 ft. At initiative mark 20, all creatures within 30 feet of the bone horse must make a Constitution Saving Throw. If a creature fails the check, the Bone horse steals some of their bones and rolls a d6 to gain one of the following effects:

1 - The creature takes a point of Exhaustion

2 - The creature is Baned (minus a d4 to every roll)

3 - The creature loses a leg bone and speed is halved

4 - The creature loses use of an arm.

  • If the creature is missing one arm, they can only make one-armed weapon attacks OR have to make their weapon attacks at disadvantage.
  • If they are missing both, they can only use unarmed attacks or spells  without somatic components.

5 - The creature is paralyzed with fear until the end of their next turn.

6 - The creature is vulnerable to bludgeoning damage for the next minute

After 5 creatures have failed, the Bone Horse gains wings and a fly speed of 40 feet.

Every 70 HP, the Bone Horse's AC drops by 1 point.

At the same time, each player with stolen bones can make a luck check. If they roll a 15 or higher, they can regain some of their bones and eliminate a level of exhaustion.

Actions

Multiattack. The devil makes three attacks: two with its bone projectiles, and either one with its hooves OR the bone theif action.

Hooves. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 4) bludgeoning damage.

Bones. Ranged Weapon Attack (30/120): +8 to hit, one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) necrotic damage.

Bone thief. The Bone Horse can force a creature within melee to make a No Bones Day save.

 

Legendary Actions

The Bone horse gets 3 legendary actions

The Bone Horse can use one legendary action for its Bone Thief attack

The Bone Horse can use two legendary actions to teleport 60 feet

Monster Tags: Devil

rebeccaburm

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