Large Undead (Minion)
Armor Class 15 natural armor
Hit Points 100 (20d10)
Speed
STR
20 (+5)
DEX
10 (+0)
CON
24 (+7)
INT
3 (-4)
WIS
11 (+0)
CHA
1 (-5)
Saving Throws STR +11, CON +13
Damage Vulnerabilities Bludgeoning
Damage Resistances Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Passive Perception 10
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Trait Name. Enter the description for your special trait.

Bone Arms: A Bone Brute always has at least one arm, and has 3 possible shapes that the arm can be.

Bone Spike Arms: Deal's 1d10 piercing damage and restrains the target. Each Bone spike arm can restrain a creature as long as they fail a dc 17 strength save. The Creature can remake that save at the start of their turn, ending the restrained condition on a success. The Bone Brute can't move while it has a creature restrained in this way.
Bone Shield Arms: These arms add 2 ac each to your base AC and grant you a slam attack the slam attack hits in a 15 foot circle around the golem and the targets must make a dc 17 dexterity save or be knocked prone the slam does 2d6 damage.
Bone Crossbow Arms: These massive crossbow arms deal 3d10 piercing and 1d10 necrotic + intelligence modifier as necrotic damage. They have to reload after being shot, meaning they can only be used every other turn. No more than 2 Crossbow Arms can be on one Bone Brute.

Massive Bone Shields: If the Bone Brute has 4 shield arms, its slam radius is doubled, and they have disadvantage on the strength saving throw.
The Bone Brute can put it's shields out to its sides, 5 feet in either direction, and provide full cover to medium or smaller creatures behind it.
Spike Arm Barrage: If the Bone Brute has 4 Spike Arms, and uses them all on one creature, the dexterity saving throw is made with disadvantage, and the creature has to escape each arm individually (all 4 rolls can be made on one turn)

 

Actions

The Bone Brute can take a number of actions equal to its number of arms, duplicate arms have compounding effects (double radius for Slam, disadvantage on saves with 4 arms, spike arms making it harder to escape)

Impale. Melee Weapon Attack: +10 to hit, reach 10 feet, 1d10 piercing and 10 necrotic. The Creature hit by this attack must make a dc 17 strength save, or be restrained.

Shield Slam. AoE Attack:  reach 15 ft circle centered on the Bone Brute. Dc 17 Dexterity save dealing 2d6 bludgeoning damage for each arm and 10 necrotic on a failed save.

Bone Crossbow Arm. Ranged Weapon Attack: +10 to hit, range 120/480 ft., # target. Hit: 32 (3d10 + 1d10 + 10 ) 3d10 piercing, 1d10+10 necrotic.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. 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

Enter a general description for your monster here.

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.

Skulliosis

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