The House (6/day). When another creature that Bones can see succeeds on an attack roll, saving throw, or skill check, he can force that creature to fail instead. When Bones fails on a saving throw or skill check, he can choose to succeed instead.
Rigged Game. When Bones fails a skill check made in a gambling game, he can choose to succeed instead. Additionally, he can choose to alter his card or dice values to whatever number he desires. When this action is performed, a creature can make a contested Investigation check against his Deception/Sleight of Hand to reveal that Bones is cheating.
Deck of The Rogue Gallery. Bones McGee possesses the Deck of the Rogue Gallery, and can use various features related to it. Consult the Card Effects table in this monster's description page.
Good Shot. Bones does not suffer a penalty when attacking a creature within 5 ft. with a range weapon
Evasion. When Bones makes a saving throw against an area of effect, he instead takes no damage on a success, and half on a failure.
Multiattack. Bones makes three attacks with his Gold Sling. He can substitute any number of these attacks with a Draw attack, if he has Cards available.
Gold Sling. Ranged Weapon Attack: +10 to hit, range 20/40 ft., 1 target. Hit: 8 (1d12 + 4) bludgeoning damage.
Draw. Ranged Weapon Attack: +10 to hit, range 40/60 ft., 1 target. Hit: 10 (2d8 + 4) slashing damage.
Flintlock Pistol. Ranged Weapon Attack: +6 to hit, range 30/60 ft., 1 target. Hit: 12 (3d8) piercing damage plus 8 (2d8) slashing damage.
Dash. Bones takes the Dash action as a bonus action.
Invoke (6 Charges/day). When Bones uses his Draw action, he can use his bonus action to Invoke the drawn card. This bonus action must be used before rolling to attack.
Dodge & Weave. In reaction to another creature making an attack roll against him, Bones moves up to his movement speed, and the attack his made at disadvantage.
Bones McGee has 3 legendary actions, and regains any spent legendary actions at the beginning of his turn. He can use his legendary actions at the end of another creatures turn.
Fling. Bones makes a Gold Sling attack.
Shift. Bones moves up to half his movement speed. This movement does not provoke attack of opportunity.
Draw & Invoke (Costs 2 Actions). Bones uses his Draw and Invoke actions, if he has at least one card available.
While Bones is not a mythic creature, he has the ability to use Villain Actions at certain points during a fight against him, triggered by certain conditions. When a Villain Action is triggered, its effects only activate after the current turn has ended.
Get in here and help me! (At 75% Health, or 246). At the start of the next round, 1d4+1 minions under Bones' control enter the arena and combat.
Don't just stand there, do Something! (At Half Health). Each minion under Bones' control can immediately move half their speed, and take an action.
Help me get out of here! (At 100 health). Bones can move up to his movement speed, and his minions may do the same.
Description
Bones McGee is the owner of The Wormhole casino, and the true leader and ruler of Gorinth. From origins unknown, Bones took a quick liking to the open trade of Gorinth compared to the other towns in Shadar Kan. With a quick wit, and a smooth tongue, plus an intimidating nature due to being an undead, he was able to capitalize quickly from the open trade.
However, his profits really came in when he gained his signature chemist, Julio Spatzinburg. Together, they would take over the market of narcotics with Torpor, even managing to ship it out east to Goldharbor and Deep Rock, where it is heavily illegal.
Given a few years to collect wealth, debt, and a fair amount of memorabilia and "souvenirs", he has become the mob boss of the desert, The House, The Undead King of the West.
Deck of the Rogue Gallery
Bones McGee possesses a personal magic item called the "Deck of the Rogue Gallery", which have 13 cards. When you draw a card from this deck, you can use your bonus action to invoke one of the following effects based on the card you draw (or roll a dice of adequate value, re-rolling when the rolled number is greater than 13)
|
Card Value |
Effect |
|
Jack of Spades |
The card festers with poison. On a hit, the target must make a DC 15 Constitution saving throw or become poisoned for 1 minute. A creature can repeat this saving throw at the end of their turn, ending the effect on a success. |
|
King of Spades |
The card flashes into a bright light before impact. The card loses its damage, but the target must make a DC 15 Wisdom saving throw or become stunned until the end of their next turn. |
|
Queen of Spades |
The card shatters into a 30 ft. cone of shrapnel. Each creature in that cone becomes a target of the attack. |
|
Jack of Hearts |
The attack is made at disadvantage. |
|
King of Hearts |
The target explodes on impact. On a hit, each creature within 10 ft. of the target must make a DC 14 Dexterity saving throw or take 2d12 fire damage. The target automatically fails this saving throw. |
|
Queen of Hearts |
The card loses its damage, automatically hits the target, and the target gains 2d8 temporary hit points. |
|
Jack of Clubs |
The card swells into a large rock. The damage of the card changes to 4d12 bludgeoning damage. |
|
King of Clubs |
After being thrown at the original target, the card flies to 2 other targets of your choice. Make attack rolls against those targets. |
|
Queen of Clubs |
The attack is made at advantage, and ignores cover if there is any. |
|
Jack of Diamonds |
The card becomes psychic in appearance, and attacks the target's very mind. On a hit, the target must make a DC 14 Wisdom saving throw or have disadvantage on their next attack roll. |
|
King of Diamonds |
The card turns into a magical arrow. Its damage changes to 3d8 piercing damage. |
|
Queen of Diamonds |
The card takes on illusory images in front of the target. The card loses its damage, but the target must succeed on a DC 15 Wisdom saving throw or fall under the effects of the Confusion spell. |
|
Joker |
The card flies back at you, and you become the target of the attack instead. |
Lair and Lair Actions
Bones' Master Gambling Room is ornate, opulent, and heavily trapped to take care of any threat against The House.
Lair Actions
On initiative count 20 (losing initiative ties), Bones McGee takes a lair action to cause one of the following effects; Bones can’t use the same effect two rounds in a row:
- A creature other than Bones or his minions steps on a trapped tile. They must succeed on a DC 14 Dexterity saving throw or take 2d6 piercing damage and have their speed reduced to 0 on their turn as spikes shoot out from the floor.
- The room goes pitch dark until another lair action is used. Any creature that does not have dark vision becomes blind for the duration of this effect.
- The room fills with hazardous gas. Every creature in the room must succeed on a DC 15 Constitution saving throw. Creatures immune to poison automatically succeed. On a failure, they take 3d6 poison damage, and on their turn loose their bonus action and half of their movement. A creature can repeat this saving throw at the end of their turn, ending the effect on a success. This effect remains until another lair action is used. When this effect ends, the DC to end the effect changes to 10.
Escape
Bones McGee's lair also contains a handy mechanism to allow him escape from combat should the tide turn against him. This mechanism takes the form of an illusory fireplace at the rear of the room. If he enters the fireplace, he can use his action to activate the escape mechanism, and exit his lair and tower.
Previous Versions
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5/18/2024 6:33:54 PM
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5/19/2024 1:07:27 AM
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6/23/2024 12:11:14 AM
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