Multiattack. The bone collector makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) [bludgeoning] damage.
Gift of Mabar (Recharge 5-6). The bone collector draws on the Endless Night, releasing a burst of life-draining darkness in a 30-foot cone. Each creature in that area must make a successful DC 14 Constitution saving throw or take 9 (2d8) [necrotic] damage and become blinded for l minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.
Summon Shadow (Recharges after a Short or Long Rest). As a bonus action, the bone collector calls up the enslaved spirits of those whose bones have been added to its body; 2 shadows arise in unoccupied spaces within 15 feet of the bone collector. The shadows act right after the cadaver collector on the same initiative count and fight until they're destroyed. They disappear when the bone collector is destroyed.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.
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