Spellcasting: The Bone Mage Dreadguard is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The Bone Mage Dreadguard has the following spells prepared:
Cantrips (at will): chill touch, mage hand, minor illusion
1st level (4 slots): detect magic, mage armor, ray of sickness
2nd level (3 slots): crown of madness, ray of enfeeblement
Bone Control: As a bonus action, the Bone Mage Dreadguard can animate up to two longsword-wielding skeletons within 30 feet. These skeletons have the statistics of the Skeleton enemy (MM 272).
Necromantic Staff: The Bone Mage Dreadguard wields a necromantic staff, which grants them the ability to control the bones of the fallen. The staff has AC 14, 15 hp, is immune to necrotic damage, and resistant to bludgeoning, piercing, and slashing damage. Only one player can attempt to disable the staff at a time. When successful, the Bone Mage Dreadguard loses its Bone Control ability for 1 round.
Multiattack: The Bone Mage Dreadguard makes two attacks with its necromantic staff.
- Necromantic Staff: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 4 (1d8) necrotic damage.
Legendary Resistance (3/Day): If the Bone Mage Dreadguard fails a saving throw, it can choose to succeed instead.
Bone Shield: When the Bone Mage Dreadguard is hit by a melee attack, it can use its reaction to raise a wall of bone fragments, gaining temporary hit points equal to the damage dealt.
Tactics: The Bone Mage Dreadguard strategically positions itself behind the animated longsword-wielding skeletons, using the protection of the skeletal warriors while casting spells and attacking from a distance. It relies on its Bone Control ability for additional offensive capabilities and uses its necromantic staff to deal damage in close combat. The Bone Mage Dreadguard prioritizes disabling enemies who attempt to disable its staff.
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Description
Lair and Lair Actions
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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:
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The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
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If the [monster name] dies, these effects fade over the course of #d# days.
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