Sensitive Ears: Loud noises such as certain spells or musical instruments will send it into a rage, increasing damage by 1d4 for 1-3 rounds.
Paralyzing Breath: Make a save versus poison or become unconscious for 1d4 rounds.
Claws. Melee Weapon Attack: +5 to hit, reach 4ft., 1 target. Hit: 12 (1d10 + 2) bludgeon damage.
Condensed Breath Jet. RangedWeapon Attack: +2 to hit, range 20ft/# ft., # target. Hit: 14 (1d12 + 2) acid damage.
Enter the description for how bonus actions work for your monster here.
Attacks if provoked or if Sensitive Ears trait is in effect.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Disentagrating Acid Jet (Costs 3 Actions) Shoots a burning beam of acid. Deals 1d12+4 damage and save versus poison or die in 1d4 days of violent sickness.
Description
The Bone Warden is a tall, skinny beast covered in bony growths. They adorns themselves with animal products. They are generally peaceful. They exist to protect the treasures of the depths, and will do anything to prevent them from being stolen.
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.
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