juncture. after reaching 0 hit points it will explode and is prone and is now a 1 hit point and after 1 round it will be back up at full heath
it the head is struck it will die
bone smack. does 1d12 blud damage
Skeletome strike. 1d6 +10 to hit, reach 5 ft., 1 target. Hit: 1 (2d6 + 5) necrotic damage.
poison spit.1d6+6 to hit, range 10/20 ft., 2 target. Hit: 2 (2d6 + 8) poison damage.
is not attack for 1 round than it heals 1d6 hit points
spoopy dash. dashes 10ft at the nearest player
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
mostly lives in ravaged areas or in dungeons they are created when a adventurer dies to another skeletome without a thing to sell there body too.
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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