Medium Or Small Aberration, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 216 (30d10 + 50)
Speed 30 ft.
STR
15 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
22 (+6)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws CON +8, INT +11
Skills Deception +5, Perception +6, Stealth +6
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness, Ranged Attacks, Damage Dealt By Traps
Condition Immunities Charmed, Petrified
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18
Languages All
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Disappear. If in dim light or darkness, the Bone Carver can use its action to relocate to a new location within 50 ft. and hiding, making a dexterity (stealth) check. This ability can be taken as a free action and consumes a 2nd level spell slot or higher

Spellcasting. The Bone Carver is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +8 to hit with spell attacks). The Bone Carver has following spells prepared:
Cantrips (at will): Chill Touch, Infestation, Thaumaturgy, Toll the Dead

1st level (6 slots): Cause Fear, Chaos Bolt, Fog Cloud, Shield. 

2nd level (5 slots): Blindness/Deafness, Darkness, Invisibility, Mind Thrust

3rd level (4 slots): Bestow Curse, Counterspell, Haste

4th level (4 slots): Death Ward, Gravity Sinkhole, Spirit of Death

5th level (3 slots): Antilife Shell, Cone of Cold, Telekinesis

6th level (2 slots): Bones of the Earth, Gravity Fissure

7th level (2 slots): Forcecage, Reverse Gravity

8th level (1 slot): Antimagic Field

Actions

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 2) bludgeoning damage. 

Description

The Bone Carver is an anomaly of sorts.  It has strong telekinetic abilities and will appear as a medium or small sized significant being from the character's memory.  Each person sees the Carver as a different being.

The Bone Carver is incredibly intelligent and it is possible to barter with one by offering it a bone from a rare source.

Lair and Lair Actions

Frequently made in large caves, a Bone Carver's lair is decorated in the bones of various other monsters, whether they were scavenged or killed.  The bones create decorations on the walls and frequently make up pathways and gateways in the cave, making traps incorporated into the walls nearly impossible to notice.

Lair Actions

On initiative count 18 (losing initiative ties), the Bone Carver takes a lair action to cause one of the following effects; the Bone Carver can’t use the same effect two rounds in a row:

  • Tremors run through the ground as the Bones of the Earth spell is cast at no spell slot cost
  • One of the Bone Carver's traps is activated, causing a trap from the Bone Carver trap list to target a player or players
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