Medium Humanoid, Chaotic Evil
Armor Class 17 Natural Armour
Hit Points 360 (20d20 + 7)
Speed 80 ft.
STR
22 (+6)
DEX
12 (+1)
CON
20 (+5)
INT
14 (+2)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws STR +11, DEX +6, CON +10, WIS +5
Skills Acrobatics +14
Damage Resistances Bludgeoning, Slashing
Condition Immunities Frightened, Grappled
Senses Darkvision, Passive Perception 5
Languages All Does not speak verbally, but psychically
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Flesh and Bones. The Child of Bone can not inflict harm upon itself, and can not bleed, break bones for a long time, or be paralyzed

 

Actions

Action Name. 2 attacks, and one bonus action once when at half health. All attacks deal an extra 2d6 bleeding damage at the start of the targets turn until healed or stops the bleeding, this damage is stackable if dm chooses so.

Action Melee Attack. Armed Force Attack: +6 to hit, reach 100ft., 1-2 targets. Hit: 40 (4d12 + 15) peircing/slashing damage. If attacking 2 targets, split total damage between the two

Action Melee Attack. Bone slasher Attack: +5 to hit, reach 50ft., 5 target. Hit: 30 (3d10 + 7) slashing damage

Action Ranged Attack. Bone spike Attack: +7 to hit, range 70/80ft., 3 target. Hit: 37 (7d6 + 5) peircing damage.

Bonus: Man of Wax; The Child of Bone summons a humanoid: Man of Wax (size: Large, dc 17, hp 100) to aid the Child of Bone in battle (see bonus action)

Bonus Actions

Man of Wax;

AC: 17

HP: 100

Large size

Uses acid splash at highest level, instead of acid it's red Wax that deals burn damage, not fire damage the burn damage adds 8 to the damage

Mold earth, instead of earth,  it's  red Wax that seeps up from the ground and half covers target, making them immobile and lowers their dc by 3 until they are broken out from the Wax.

Reactions

Marrow heal. As a reaction, the child of bone can heal up to 6d8 of damage in total, these d8's can be spread upon the fight or used all at once.

The Child of Bone can also use their reaction to deflect an attack, roll a d20 and beat a dc17 acrobatics(strength) to dodge, on a fail take double damage, on a success take half, anything above 20 the Child of Bone takes no damage.

Legendary Actions

The Child of Bone takes of their mask, inflicting fear (dc 16 wis) to anyone who fails their save throw

JAW (Costs 2 Actions). The Child of Bone grabs their Jaw and opens it monstrously wide, and grows sharp long teeth, 1 target, +15 to hit, deals 80 (9d10 +8) slashing damage and 2 stacks of bleeding damage, target must succeed a flat dc18 to keep their head intact, on a fail they are decapitated, but can still be revived for only 2 turns after the attack, on a save they have disadvantage on death saves. The Target is knocked prone and AC is dropped to 0 until a long rest, if they make it.

Mythic Actions

The Child of Bone can use it's Mythic action at any time it chooses.

Mythic Bone Shelter (Costs 0 Actions). The Child of Bone conjures a shelter in any open space or doorway, in there the living space is as big as it needs, it contains more then enough food amd water, and last for 4d5 days, or until the Child of Bone removes the Mythic Bone Shelter. This shelter is made of bone and cloth materials for comfort, characters can find any items the DM allows.

The shelter causes any hostile actions to become non lethal, any creatures with ill intent cannot enter. The shelter has an eerie beauty to it that gives a comforting feeling to any creature that enters.

Description

The Child of Bone is a wandering traveler who brings havoc wherever they go. They were given the name because their adventure started when they were a teen, but now are well into their adult years, they've been seen wandering for centuries, no one knows their back story or where they and the Man of Wax came from, neither do they ever tell anyone...

If the party wants to persuad the Child of Bone into joining them, they must do it prior to angering the Child of Bone, or after fighting it. They must succeed a passive wisdom check of dc17, if the Child of Bone joins, all dice amounts are halfed (ex. 4d10 --> 2d10), and max hp goes to down to 130 and Hit dice is 10d12+10.

Lair and Lair Actions

The Child of Bone's lair is any 300ft diameter it has stayed for 1 month prior to adventurers running into.

Lair Actions

If the initiative is a natural 20 , the Child of Bone takes a lair action to cause one of the following effects; the Child of Bone can’t use the same effect two rounds in a row:

  • Each turn a player has, they must succeed on a dc17 acrobatics or take 2 stacks of bleeding damage. This effect starts before the first action any creature takes after initiative, and ends on the Child of Bone's second turn after affect started.
  • The Child of Bone  heals x damage for each bleeding damage it deals on its second turn after affect started.

Regional Effects

The region containing a legendary Child of Bone’s (regular version) lair is cold and grim, any encounters can turn hostile at will, which creates one or more of the following effects:

  • From enteringthe region, each 10 ft they get closer to the center where the Child of Bone is located, they take 1d6 cold dmg, if resistant they take 1d4 cold damage, immunity take 2 cold damage, vulnerability take 2d8 cold dmage. 
  • Bones of all shapes and sizes strike up from the ground at random times where many people congregate too. If one sprouts where a character is they are knocked prone and take 2d6 bleeding damage if they fail a dc15 acrobatics saves throw.

If the Child of Bone dies, these effects fade over the course of 3d10+1 days.

Previous Versions

Name Date Modified Views Adds Version Actions
11/25/2023 6:02:52 PM
5
1
5e
Coming Soon

Monster Tags: fiendfey

Habitat: ForestUrban

That_person_s

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