AC
16
(Chain Shirt, Shield)
Initiative
+2 (12)
HP
22
(4d8 + 4)
Speed
30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 12 | +1 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 9 | −1 | +1 |
| CHA | 5 | −3 | −3 |
Vulnerabilities
Bludgeoning
Resistances
Piercing, Slashing
Immunities
Poison; Exhaustion, Poisoned
Gear
Rusty Shortsword or Spear, Splintered wooden shield, Remnants of chain shirt or ancient armor
Senses
Darkvision 60 ft; Passive Perception 9
Languages
Understands the languages it knew in life (usually Common or regional human tongue), but cannot speak.
CR
1/2 (XP 100, or 50 in lair; PB +2)
Traits
Undead Fortitude. If damage reduces the Bone Warrior to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Bone Warrior drops to 1 hit point instead.
Pack Tactics. The Bone Warrior has advantage on an attack roll against a creature if at least one of the Bone Warrior's allies is within 5 feet of the creature and the ally isn't incapacitated.
Martial Discipline. Bone Warriors are rarely surprised and defend in formation. They have advantage on saving throws against being frightened.
Necromantic Durability. When a Bone Warrior is within 30 feet of a necromancer or a source of active necromantic magic (such as an unholy altar), it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Actions
Multiattack. The Bone Warrior makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shield Bash (Recharge 5–6). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Bonus Actions
Rally Formation (1/Day). The Bone Warrior and up to two other undead allies within 10 feet gain advantage on their next attack roll before the end of their next turn.
Reactions
Parry. The Bone Warrior adds 2 to its AC against one melee attack that would hit it. To do so, the Bone Warrior must see the attacker and be wielding a melee weapon.
Description
Bone Warriors, sometimes called Diablo’s Skeleton Warriors, are humanoid undead composed of aged, yellowed bones bound together by necromantic magic. They wear remnants of ancient armor, often mismatched and pitted with rust, sometimes bearing the heraldry of long-fallen kingdoms. Their eye sockets burn with a faint, malevolent blue or green glow. Each Bone Warrior wields battered swords, axes, or spears, and their shields are splintered but functional. These undead move with uncanny discipline, maintaining formation and fighting with eerie coordination.
Lair and Lair Actions
(Only if commanded by a necromancer or present in ancient crypts)
Lair Description
Bone Warriors often guard ancient crypts, ruined tombs, or the necromancer’s sanctum. Their lairs are littered with broken weapons, crumbling banners, and skeletal remains. The air is thick with the stench of death, and magical darkness clings to every corner.
Lair Actions (Initiative count 20, losing ties)
- Rally Dead: All undead in the lair gain 5 temporary hit points.
- Unholy Grasp: Skeletal hands erupt from the ground. Up to three creatures the Bone Warrior can see within 30 feet must succeed on a DC 12 Strength saving throw or be restrained until the end of their next turn.
- Necrotic Pulse: The lair pulses with necromantic energy. Each living creature of the Bone Warrior’s choice within 60 feet must make a DC 12 Constitution saving throw or take 5 (1d10) necrotic damage.
Regional Effects
- The presence of Bone Warriors causes natural healing to be halved within a 1-mile radius.
- Small undead (skeletal rats, etc.) are common and sometimes act as scouts for the Bone Warriors.