The Bone Keeper’s hide is exceptionally thick. He takes half damage from all bludgeoning damage
Multi attack: The Ogre makes two slam attacks and uses his monstrous leap is available. He may also substitute either slam attack for a rock throw.
Slam Attack. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) [bludgeoning] damage.
Rock Throw. RangedWeapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 28 (4d10 + 6) [bludgening] damage.
Monstrous Leap: Recharge on a 6: The Ogre uses half his movement to leap high into the air without provoking an attack of opportunity . He lands anywhere within 20 ft. Anyone within 10 ft of the landing area must make a str save (DC 17) or take 35 (10d6) bludgeoning dmg and be knocked prone. Half damage on a successful save.
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.
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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