Corrupt Karma. Whenever a creature within 60 feet of Bonecrown adds a bonus to a roll, the target must succeed on a DC 22 Charisma saving throw or the bonus is subtracted instead of added.
Hated Mirror. If Bonecrown sees its own reflection, it must succeed on a DC 20 Charisma saving throw or be stunned until the end of its next turn.
Legendary Resistance (3/Day). If Bonecrown fails a saving throw, he can choose to succeed instead.
The Usurper Unmasked (Mythic Trait; Recharges after a Short or Long Rest). If Bonecrown is reduced to 0 hit points, he regains 350 hit points as his skin shatters. While he has these hit points, he has access to Mythic Actions.
Spellcasting. Bonecrown is a 14-level spellcaster. Its spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Bonecrown has following spells prepared:
Cantrips (at will): vicious mockery (17th level), minor illusion, friends, mage hand, Mind Sliver
1st level (4 slots): charm person, command, tasha's hideous laughter, disguise self, Silvery Barbs
2nd level (3 slots): mirror image, suggestion, blindness/deafness
3rd level (3 slots): counterspell, fear, hypnotic pattern
4th level (3 slots): confusion, phantasmal killer, greater invisibility, Raulothim's Psychic Lance
5th level (2 slots): dominate person, synaptic static, mislead
6th level (2 slots): mass suggestion, mental prison
7th level (1 slot): Power Word Pain, forcecage
Multiattack. Bonecrown makes two Forged Dagger attacks and uses Spellcasting.
Forged Dagger (+2). Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d4 + 10) piercing damage plus 18 (4d8) psychic damage.
Bonecrown can choose from the following Bonus Actions each round, but may only take one on his turn.
Corrupt Favor: Bonecrown targets a creature within 60 feet that has Temporary Hit Points or a beneficial magical effect (like Haste or Bless). The target must succeed on a DC 22 Charisma saving throw or the effect is suppressed until the start of Bonecrown's next turn.
Sovereign Step: Bonecrown magically teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.
Command the Faithful: Bonecrown targets one creature Charmed by him that he can see within 60 feet. That creature can use its reaction to move up to half its speed and make one melee weapon attack against a target of Bonecrown's choice.
Legendary Reflexes. Bonecrown can spend 1 Legendary Action to use a Reaction, even if he has already taken one this round.
Martyr's Shield. When Bonecrown is hit by an attack, he swaps places with a Charmed creature within 5 feet. The Charmed creature is hit instead.
Psychic Backlash. When a creature Bonecrown can see misses him with a melee attack, it must make a DC 22 Intelligence saving throw or take 22 (4d10) psychic damage.
Cursed Luck (Recharge 5–6). When Bonecrown or a creature he can see makes an attack roll, ability check, or saving throw, Bonecrown can roll a d20 and force the creature to use his roll instead.
Bonecrown may take up to 3 Legendary Actions per combat round.
Aura of Awe (1 Action). One creature within 60 feet must make a DC 22 Wisdom saving throw or be charmed until the end of its next turn. On a success, the creature is immune to this aura for 24 hours.
Command (1 Action). One creature currently charmed by Bonecrown makes one melee attack against a target of Bonecrown's choice.
Minor Magic (1 Action). Bonecrown casts a cantrip or a 1st or 2nd-level spell from his list.
Recover (1 Action). Bonecrown recharges his Cursed Luck.
While The Usurper Unmasked is active, Bonecrown gains access to the following Mythic Actions, and the number of Legendary/Mythic Actions he can make per round increases to 4.
Shatter Persona (1 Action). One creature must succeed on a DC 22 Charisma saving throw or lose the use of its highest-level remaining spell slot or one "once per rest" class feature.
Horror Gaze (1 Action). One creature within 60 feet must make a DC 22 Wisdom save or be frightened of Bonecrown until the end of its next turn.
Description
Bonecrown, The King-Priest
Appearance: The Golden Mask. In his public form, Bonecrown is a figure of terrifying beauty. He wears flowing, iridescent robes that seem to capture light even in the dark. His face is hidden behind a mask of polished white bone carved into a serene, saintly expression. He stands nearly seven feet tall, radiating an aura of calm, divine authority that makes it difficult for commoners—and even seasoned adventurers—to look upon him without feeling the urge to kneel.
The Subtle Horror. Upon closer inspection, the "divine" details are wrong. The crown he wears is not gold, but fused spinal columns that pulse rhythmically. The "beads" on his robes are actually tiny, calcified eyes that blink in unison. When he speaks, his voice is a perfect harmony of hundreds of whispers, making it impossible to discern a single point of origin.
The True Form: The Weeping Usurper. When Bonecrown’s humanoid shell is shattered, he reveals his nature as a Horror. His body unfurls into a jagged mass of obsidian-like glass and raw, exposed nerves. Scores of weeping faces—those he has "consumed" or "charmed" over the centuries—cover his torso, their mouths opening in a silent, psychic scream. He no longer walks; he glides through the air as if the world around him is a mere dream he is rewriting.
Lair and Lair Actions
Lair Actions
On initiative count # (losing initiative ties), Bonecrown takes a lair action to cause one of the following effects; Bonecrown can’t use the same effect two rounds in a row:
Mirror of Self-Loathing: One creature within 60 feet must make a DC 22 Charisma save. On failure, a shadowy duplicate (50 HP, AC 15) emerges and attacks that creature. It vanishes on the next initiative 20. Shadow Duplicate Stats - AC:15 HP: 50. Move: 40 ft. Attack +8 to hit, 5ft reach. 1 target. Hit: 14 (2d10_3) Psychic damage
Weight of the Crown: Each enemy within 60 feet must make a DC 22 Strength save or be knocked prone.
Echoes of the Usurper: Creatures maintaining concentration within 60 feet must make a DC 20 Constitution save or lose the spell.
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