Large Undead, Lawful Evil
Armor Class 18
Hit Points 178 (17d10 + 85)
Speed 30 ft.
STR
22 (+6)
DEX
12 (+1)
CON
20 (+5)
INT
8 (-1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws STR +9, CON +8, WIS +5
Damage Vulnerabilities Bludgeoning
Damage Resistances Piercing and Slashing from nonmagical attacks, Necrotic
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120ft, Passive Perception 12
Languages Abyssal, Common, Infernal
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Bone Plating.
The Bone Tyrant has advantage on saving throws against spells and other magical effects that would knock it prone, restrain it, or paralyze it.

Aura of the Grave.
Creatures of the Bone Tyrant’s choice that start their turn within 10 feet of it have disadvantage on death saving throws until the start of their next turn.

Relentless Husk.
The first time the Bone Tyrant would be reduced to 0 hit points, it instead drops to 1 hit point and immediately makes one greatsword attack.

Actions

Multiattack.
The Bone Tyrant makes two Greatsword attacks.

Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 19 (2d12 + 6) slashing damage plus 9 (2d8) necrotic damage.

Bone Cleave (Recharge 5–6).
The Bone Tyrant swings its massive blade in a brutal arc. Each creature in a 15-foot cone must make a DC 18 Dexterity saving throw, taking 45 (10d8) slashing damage on a failure, or half as much on a success.

Reactions

Death Burst

Shatter on Death.
When the Bone Tyrant is reduced to 0 hit points, it explodes into flying bone fragments. Each creature within 10 feet must make a DC 18 Dexterity saving throw, taking 22 (4d10) piercing damage on a failed save, or half as much on a success.

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.

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.

durpy11786976

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