Necrotic Affinity. The Burnbones treats attacks or abilities that deal fire and necrotic damage as healing, regaining hit points equal to any fire or necrotic damage rolled against it.
Special Resistances. Burnbones are immune to the effects of the sneka attack class feature and critical hits made with non bludgeoning weapons.
Undead Fortitude. Upon suffering damage that would reduce the Burnbones to 0 hit points, must roll a DC10 Constitution saving throw. On a successful save, it is instead reduced to 1 hit point. This effect doesn't happen if the damage suffered is of the Radiant type.
Innate Spellcasting. The Burnbones' innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). it can innately cast the following spells, requiring no material components:
At will : burning hands, hellish rebuke, bane
3/day each: fireball, dispel magic
1/day investiture of fire
Cyrics Favor. Cyric's chaotic power surges through the Burnbones constantly causing the following effects.
When an enemy uses Counterspell or Dispel magic against the Burnbones and must roll to dispel it, they roll their Counterspell check at Disadvantage. Additionally, you must use a spell slot at least one level higher than the spell you are trying to dispel in order to dispel it automatically.
When the Burnbones makes an attack of opportunity it can cast a spell instead as the feat War Caster.
Reform. A Burnbones can use its bonus action to reform any bones its lost over the course of the fight, healing for 1d10+3 hit points.
Off-Hand Attack. The Burnbones can make an additional attack as a bonus action.
Burning Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 3) [bludgeoning] damage and 7 (2d6) fire.
Burning Blast. RangedWeapon Attack: +7 to hit, range 80/320 ft., 1 target. Hit: 14 (3d6 + 4) [fire] damage.
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