Multiattack. Bone Hybrid makes two claw attacks and a bite and a tail attack or 2 tail Spike attacks instead of bite and tail attack.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage and Hit: 10 (2d4+5) necrotic damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+5) necrotic damage. Target must make a DC 16 constitution saving throw or the target's hit points maximum is reduced by an amount equal to the damage inflicted.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d8+7) slashing damage.
Tail Spike. Ranged Weapon Attack: +7 to hit, range 60/120 ft., one target. Hit: 12 (2d6+5) piercing damage.
Scatter Bones. As a reaction Bone Hybrid can dislocate it's bone structure making it harder to hit, adding +5 to it's AC against one attack.
Reconstructual Displacement. (Costs 1 Actions) Bone Hybrid dissipates and reconstructs itself up to 60 feet to an unoccupied space it can see. It then has advantage on the next melee attack before the end of its next turn.
Torment (Costs 1 Actions). Bone Hybrid targets one creature that it can see within 60 feet of it. The target must succeed on a DC 16 Wisdom saving throw, or become frightened for 1 minute and taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one and not become frightened .The frightened creature can repeat the saving throw at the end of each of it's turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the effect for the next 24 hours.
Bone Storm (Costs 2 Actions). Bone Hybrid whirls it's tail creating strong winds and releasing bone fragments of it's tail. Creatures in a 30 ft. radius must succeed on a DC 17 Dexterity saving throw or take 27 (6d8) slashing damage from being struck by sharp bone pieces on a failed save, or half as much on a successful one.
Lair and Lair Actions
Lair Actions
On initiative count 5 (losing initiative ties), the Bone Hybrid takes a lair action to cause one of the following effects; the Bone Hybrid can’t use the same effect two rounds in a row:
- A wall of tough, tangled bone with needle-sharp spikes shoots out of the ground. The wall appears within 120 ft. range of the bone construct on a solid surface and lasts for 10 minutes or untril destroyed. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 1 foot thick. Each 5 ft. wall segment has an AC of 10 and 8 points of Health. The wall does not block line of sight. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 piercing damage, or half as much damage on a successful save.
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