Haunting glare. The elemental stares hauntingly at any creature in sight and that creature must make a Charisma saving throw of at least 15 or become frightened.
Multiattack. The elemental makes two slam attacks.
Smash. Melee Weapon Attack: +6 to hit, reach 8 ft., one target. Hit: 20 (2d8 + 4) bludgeoning damage.
Bone-nado. Each creature in the elemental's space must make a DC 17 Constitution saving throw. On a failure, a target takes 25 (6d10 + 5) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
Bite; Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) Pierceing damage.
it will not react to arrows
Description
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
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