Large Undead
Armor Class 16 Natural
Hit Points 95 (10d10 + 40)
Speed 30 ft.
STR
17 (+3)
DEX
12 (+1)
CON
18 (+4)
INT
8 (-1)
WIS
10 (+0)
CHA
8 (-1)
Damage Immunities Necrotic, Poison
Condition Immunities Frightened, Poisoned
Senses Passive Perception 10
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Grasping Hands. At the start of each of its turns, skeletal hands emerge from the ground in a 10-foot radius around the Bone Lord. Each creature within that radius must succeed on a DC 14 Strength saving throw or become restrained until the start of its next turn.

 

Actions
Multiattack. The Bone Lord makes two attacks: one with its Bone Slam and one with its Bone Spear.

Bone Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 3) bludgeoning damage.

Bone Spear. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 11 (1d12 + 3) piercing damage.

Rattle Bones (Recharge 5-6). The Bone Lord emits a bone-chilling rattle that echoes throughout the area. Each creature of the Bone Lord's choice within 30 feet of it that can hear the rattle must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

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

Reactions

Opportunity Attack. The Bone Lord can make an attack of opportunity using his Bone Slam.

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

Enter a general description for your monster here.

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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