Medium Humanoid, Lawful Evil
Armor Class 16 Bonecraft Armor
Hit Points 120 (16d8 + 48)
Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
12 (+1)
WIS
11 (+0)
CHA
15 (+2)
Damage Resistances Necrotic
Senses Passive Perception 10
Languages Common, Dwarvish
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Actions

Multiattack. Alinda Dorn makes two melee attacks.

Bonecraft Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) [slashing] damage plus 4 (1d8) [necrotic] damage.

Wall of Bones. (Recharges after a Short or Long Rest).  Alinda creates a wall of sharpened bones. The wall appears within 120 feet of her on a solid surface and lasts for 1 minute. Alinda can choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick, or form a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
     When the wall appears, each creature within its area must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 13 (3d8) [piercing] damage, or half as much damage on a successful save.
     A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a DC 13 Dexterity saving throw. It takes 13 (3d8) [piercing] damage on a
failed save, or half as much damage on a successful one.

Bonus Actions

Ivory Legion

(Recharges after a Short or Long Rest).

As a bonus action, Alinda Dorn summons her skeletal guardians; two skeletons or one warhorse skeleton arise in unoccupied spaces within 15 feet of her. The skeletons act right after Alinda Dorn on the same initiative count and fight until they're destroyed. They disappear when Alinda Dorn uses this ability again, or is unconscious or killed.

Reactions

Death Guard. Alinda’s bonecraft armor can drain life and power from other creatures. As a reaction, Alinda can add 5 to her AC against one melee attack that would hit her. If the attack then misses, she deals 3 (1d6) [necrotic] damage to the attacking creature and immediately ends one condition affecting her.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description



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.

DarthMom44

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