Medium Undead, Chaotic Evil
AC 16 Bone Plating    Initiative +4 (14)
HP 250 (20d20 + 45)
Speed 30 ft.
Mod Save
STR 20 +5 +5
DEX 14 +2 +2
CON 20 +5 +10
Mod Save
INT 18 +4 +9
WIS 16 +3 +8
CHA 14 +2 +2
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60ft., Tremorsense 30ft.; Passive Perception 13
Languages Abyssal eaks telepathically 60 ft., Common
CR 16 (XP 15,000; PB +5)
Traits

Already Dead! (Passive). B.O.N.E.S. cannot truly die. When reduced to 0 hit points, its body collapses into scattered bones and flesh. If allies (or cultists, necromancers, etc.) spend 1 minute reassembling it, it reforms at half hit points. The reconstruction “locks” its body in whatever shape it was reassembled until destroyed again.

Bone Dome Effect (Passive). While inside its Dome of Bones, B.O.N.E.S.’ abilities gain additional effects. Its skeletal structure cannot be destroyed.

Bloody Living. Whenever B.O.N.E.S. kills a living creature, it weaves a temporary layer of flesh over its bones, gaining 15 temporary hit points. This flesh rots away at the end of its next turn.

Actions

Dome of Bones (1/day)

Action

B.O.N.E.S. snaps its own ribs and scatters them across the battlefield. The bones sprout upward like pale roots, arching and locking together to form a colossal skeletal dome.

  • Area. A 25-foot-radius dome rises around B.O.N.E.S. The walls are made of fused ribs and vertebrae.

  • Light. Inside the Dome is pitch-black darkness — magical in nature. Normal light cannot penetrate.

  • Duration. The Dome lasts 3 rounds.

  • Walls. Each 10-foot section of wall has AC 15 and 100 hit points. Destroying a section creates an opening.

  • Amplification. While inside the Dome, all of B.O.N.E.S.’s abilities gain their Bone Dome Effects.

Psychological Effect. When the Dome forms, each enemy inside must succeed on a DC 15 Wisdom saving throw or become frightened of B.O.N.E.S. until the start of their next turn.



Mask Off! (Recharge 5–6).
B.O.N.E.S. rips flesh from its foes. Each creature in a 15-foot cone must make a DC 15 Wisdom saving throw or take 3d12 + Int modifier + PB necrotic damage. On a success, they take half. Victims are left skeletal.

  • Dome of Bones Effect: The cone increases to 30 ft.

Waste Not (2/day). Choose one creature within 30 ft. They must succeed on a DC 15 Constitution saving throw or have twisted flesh forcibly grafted, taking 2d8 necrotic damage and becoming restrained until the end of their next turn.

  • Dome of Bones Effect: A 15-foot cone of creatures can be affected.

Reverse Regeneration (1/day, Bonus Action). Until the end of its turn, B.O.N.E.S.’ melee attacks deal an extra 3d4 + Int modifier + PB necrotic damage.

Bone Garden (1/day). Skeletal arms erupt from a 15-foot square of ground within 60 ft. Each creature in the area must succeed on a DC 16 Strength saving throw or be restrained and dragged halfway underground.

  • Dome of Bones Effect: If Reverse Regeneration is active, restrained creatures take 3d4 necrotic damage at the start of their turn.

Graveyard (1/day). As B.O.N.E.S. walks, skeletal minions rise. For every 5 ft. it moves, one skeleton emerges. They follow one mental command, carrying it out literally. If commanded to attack, the skeleton swarm deals 5d6 + Int modifier + PB necrotic damage once per round.

  • Dome of Bones Effect: Skeletons can emerge directly from the dome’s walls.

Legendary Actions

B.O.N.E.S. can take 3 legendary actions, one at a time, at the end of another creature’s turn.

  • Bone Whip. Tentacle lashes a creature within 20 ft. +10 to hit, 2d10 bludgeoning, and the target must succeed on a DC 16 Strength saving throw or be pulled 10 ft. closer.

  • Skeletal Burst. Skeleton arms erupt under a creature within 15 ft. It must make a DC 15 Dexterity saving throw or take 2d8 necrotic damage.

  • Necrotic Glare. One creature within 30 ft. must succeed on a DC 15 Wisdom saving throw or have disadvantage on its next attack before the end of its turn.

Lair and Lair Actions

On initiative count 20 (losing ties), if in its lair:

  • Raise walls of bone (AC 15, 30 HP each).

  • Summon a rain of splintered ribs, forcing all creatures in a 30-ft. radius to make a DC 16 Dexterity save or take 3d6 piercing damage.

Previous Versions

Name Date Modified Views Adds Version Actions
8/30/2025 2:04:38 PM
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