Large Undead (Demon), Any Non-Good Alignment
Armor Class 18 Natural Armor
Hit Points 142 (19d10 + 47)
Speed 40 ft.
STR
14 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
22 (+6)
WIS
20 (+5)
CHA
16 (+3)
Damage Vulnerabilities Radiant
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Condition Immunities Frightened, Poisoned
Senses Darkvision 120 ft., Truesight 60 ft., Passive Perception 18
Languages Common, Undercommon
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Undead Fortitude. If the creature would be reduced to 0 hit points, there is a chance that it can instead only be reduced to 1. This feature is negated if the damage is from radiant nature.

Horrifying Visage. Each non-undead creature of the creature's choice within range must make a Wisdom saving throw or be frightened for 1 minute.

Spellcasting. The Bone Doctor is a 13th-level spellcaster. Its spellcasting ability is INT (spell save DC18, +10 to hit with spell attacks). The Bone Doctor knows the following Wizard spells:

Cantrips (at will): chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp

1st level (4 slots): magic missile, expeditious retreat, thunderwave

2nd level (3 slots): mirror image, scorching ray

3rd level (3 slots): fear, haste

4th level (3 slots): dimension door, ice storm

5th level (2 slots): cloudkill, cone of cold

6th level (1 slot): eyebite

7th level (1 slot): finger of death

  

 

 

Actions

Action Name. Enter the description for your action.

Action Melee Attack. Melee Weapon Attack: +8 to hit, reach # ft., # target. Hit: 59 (#d# + #) [damage type] damage. 

Action Ranged Attack. RangedWeapon Attack: +8 to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

Legendary Actions

The Bone Doctor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Bone Doctor regains spent legendary actions at the start of its turn.

Bone Puppet(Costs 2 Actions)(Recharge 3). The Bone Doctor can control another creature, during which time it cannot be targeted by nearly any effect.

Cantrip. The Bone Doctor casts a cantrip.

Move. The Bone Doctor moves up to its speed without provoking opportunity attacks.

Description

Undead Nature. A Bone Doctor doesn’t require air, food, drink, or sleep.

Lair and Lair Actions

The Bone Doctor makes its lair in the centre of a swamp, a hut that appears to have been moulded from bone, chitin, and flesh. Across its warped and liquid expanses, thousands of large-shaped bone spikes. Bladed Terrors, Fel Dogs, and stranger undead dwell within the swap, one of the few places where such creatures are willing to live side by side. populated by [???], [???] and [????].

Lair Actions

On initiative count 20 (losing initiative ties), The Bone Doctor can take a lair action to cause one of the following magical effects; he can’t use the same effect two rounds in a row:

  • The Bone Doctor targets one creature and summons a bone cage from the ground surrounding the target. It is a cage made out of solid bone that lasts 1 minute or until the cage has been broken (AC 17. HP 34).
  • The Bone Doctor casts mirage arcane, affecting a room within the lair that is no longer in any dimension than 100 feet. The effect ends on the next initiative count 20.

Regional Effects

The region containing The Bone Doctor's lair is warped by its magic, creating one or more of the following effects:

  • Plant life within 1 mile of the lair slowly dies and petrifies
  • Beasts within 1 mile of the lair become frightened and disoriented, as though constantly threatened by being hunted, and might lash out or panic even when no visible threat is nearby.
  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of The Bone Doctor table. A creature that succeeds this saving throw can’t be again affected by this regional effect for 24 hours.

If The Bone Doctor dies, these effects fade over the course of 1d10 days.

The madness of The Bone Doctor

If a creature goes mad in The Bone Doctor’s lair or within line of sight of The Bone Doctor, roll on the Madness of The Bone Doctor table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness.

The madness of The Bone Doctor

d100 Flaw (lasts until cured)
01–20 “My hunger can't be satiated, and I must eat something.”
21–40 “I degenerate into beastly behaviour, seeming more like a wild animal than a thinking being.”
41–60 “The world is my hunting ground. Others are my prey.”
61–80 “Hate comes easily to me and explodes into rage.”
81–00 “I see those who oppose me not as people but as beasts meant to be preyed upon.”

Habitat: SwampUnderdark

MarrowOfAlbion