Medium Undead, Neutral Evil
Armor Class 14 (leather armor)
Hit Points 38 (7d8 + 7)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
9 (-1)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws DEX +5, CHA +4
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 11
Languages Abyssal, Common Understands all languages it knew in life but can't speak
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Dark Pact (1/Day). If bonecaller archer is reduced to 0 HP, the Archer destroys one of its Decrepit Skeletons to set its HP to 1.

Undead Fortitude. If damage reduces the bonecaller archer to 0 hit points, it must make a Constitution saving throw with a DC of 8 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the bonecaller archer drops to 1 hit point instead.

Actions

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 8 (1d8+3) piercing damage.

Grasp of the Dead (Recharge 5–6). The Archer summons skeletal hands in a 7.5-foot radius within 60 feet. Creatures must succeed on a DC 13 Strength or DC 15 Dexterity saving throw or be restrained until the end of their next turn. On succeed Dexterity saving, creature can move up to 5 ft. away from the area. Restrained creatures take 6 (1d10 + 1) necrotic damage at the start of their turns.

Bonus Actions

Summon Decrepit Skeletons (Recharge 5–6). As a bonus action, the bonecaller archer summons two Decrepit Skeletons within 30 feet.

Jira_Ken

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