Medium Undead (Minion)
Armor Class 12 Natural Armor
Hit Points 75 (20d4 + 15)
Speed 30 ft., Hovering
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
16 (+3)
WIS
15 (+2)
CHA
24 (+7)
Damage Vulnerabilities Bludgeoning
Damage Resistances Piercing
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Passive Perception 23
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

You can have the following Metamagic Options:
Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Empowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Seeking: If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting
of the spell.
Heightened: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell

Spellcasting. The [Bone Mage] is a 15-level spellcaster. Its spellcasting ability is [charisma] (spell save DC 22, +12 to hit with spell attacks). The [Bone Mage] has following [sorcerer] spells prepared:
Cantrips (at will): [Toll the Dead], [Chill Touch] [Shocking Grasp] [ray of Frost]
Ray of Sickness, Mage Armor, Darkness, Blur, Fear, Lightning Bolt, Vampiric Touch,  Blight, Confusion, enervation, Hold Monster
1st level (3 slots): 
2nd level (3 slots):
3rd level (3 slots): 
4th level (2 slots): 
5th level (1 slots): 

Actions

The Bone Mage can Cast a Spell.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

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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