Medium Undead, Neutral
Armor Class 30 Titanium Bones
Hit Points 13 (2d20 + 4)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
15 (+2)
INT
6 (-2)
WIS
8 (-1)
CHA
5 (-3)
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages Understands all languages
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits
  • Armor Class: 15 (Bone-chilling Presence)
  • Hit Points: 1,000,000,000 (20d20)
  • Speed: 30 ft.

Abilities:

  • Charisma: 18 (+4) - Boneman's charm and wit
  • Dexterity: 16 (+3) - Nimble skeletal movements
  • Wisdom: 12 (+1) - A keen understanding of customer needs

Skills:

  • Deception: +8
  • Persuasion: +10
  • Sleight of Hand: +7 (for arranging those bone displays just right)

Languages:

  • Common, Necro-tongue, Jokespeak

Features:

  1. Bone-chilling Presence: Boneman exudes an eerie aura that grants advantage on Charisma-based checks, intimidating those who enter his bazaar.

  2. Eternal Cheer: Boneman's perpetually positive attitude and sense of humor make him immune to fear effects.

  3. Shopkeeper's Wit: Boneman can roll a Charisma check to tell a bone-related joke. On a successful check, the target becomes charmed for 1 minute, compelled to appreciate the joke and maybe buy something.

  4. Bony Inventory: Boneman always has a few mysterious items in stock. Roll a d6 to determine the rarity of the weirdest thing he's currently selling:

    • 1-2: Common
    • 3-4: Uncommon
    • 5: Rare
    • 6: Legendary (or at least he claims it is)
Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Bonus Actions

Polymorph Spell 

Player must make a charisma saving throw of 30 to avoid.

Legendary Actions

Legendary Actions:

1. Grisly Gambit:

  • Boneman makes a quick, skeletal flourish with his hands, magically summoning a spectral deck of bone-shaped cards. He then flicks a card toward a target within 30 feet. The target must succeed on a DC 18 Wisdom saving throw or be charmed for 1 minute, finding Boneman's jokes absolutely delightful.

2. Wraithful Witty Riposte:

  • When Boneman is targeted by an attack, he can use his reaction to unleash a sharp retort that disorients the attacker. The attacker must succeed on a DC 18 Wisdom saving throw or have disadvantage on their next attack.

3. Macabre Mirage:

  • Boneman magically projects illusions of skeletal creatures dancing around the bazaar. Enemies within 30 feet must make a DC 18 Wisdom saving throw or become frightened until the end of their next turn.

 

Lair and Lair Actions

Lair Actions:

1. Skeletal Sideshow:

  • As an action, Boneman can animate nearby skeletal decorations and trinkets, creating illusions of skeletal creatures. These illusions act as a distraction, imposing disadvantage on attack rolls for enemies within 60 feet until the start of Boneman's next turn.

2. Haunting Laughter:

  • Boneman unleashes a bone-chilling laughter that echoes through the bazaar. Enemies within 30 feet must succeed on a DC 18 Wisdom saving throw or become incapacitated with fear until the end of their next turn.

3. Wicked Wardrobe:

  • Boneman manipulates the very bones of his skeletal attire, causing them to twist and writhe. Until the start of Boneman's next turn, he gains advantage on Dexterity saving throws and is immune to grapples and restraining effects.

Habitat: Urban

Bwansomdi

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