Large Undead
Armor Class 16
Hit Points 98 (16d8 + 26)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
6 (-2)
WIS
8 (-1)
CHA
4 (-3)
Damage Resistances Piercing and Slashing from nonmagical attacks
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60, Passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Legendary Durability (1/Round). The horror can choose to succeed on a saving throw.

Skeletal Appearance. While the horror is lying still, it is indistinguishable from a mundane pile of bones. It can still be detected by a detect evil and good spell, or similar magic.

Actions

Multiattack. The horror makes two Claw attacks and use its Backhand.

Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) Slashing damage.

Backhand. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 4) bludgeoning damage. The target must succeed on a DC 14 strength saving throw or it is pushed 5 feet backward and knocked prone. 

Reactions

Osseus Counter. When the horror is hit by a melee weapon attack, it can attempt to catch the weapon in between its bones. The attacker must succeed on a DC 14 Dexterity saving throw, or its weapon becomes stuck. While the weapon is stuck, the creature wielding it is grappled by the horror. The creature can end the grapple by dropping the weapon. A creature can use its action to attempt to retrieve a weapon stuck this way by succeeding on a DC 14 Strength check. If the horror willingly offers the weapon, or is incapacitated, no check is necessary to retrieve the weapon.

Legendary Actions

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

Attack (Costs 1 Actions). The horror uses its claw attack.

Goring Rush (Costs 2 Actions). The horror moves up to 30 feet in a straight line without provoking opportunity attacks and ignoring nonmagical difficult terrain. During this movement, each creature it passes within 5 feet of must succeed on a DC 15 Dexterity saving throw or be pierced by its protruding bones, taking 16 (2d10 + 6) Piercing damage.

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.

Description

Bone horrors are horrific creations built by evil or demented necromancers out of the bodies of many species put together.

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.

bentherogue

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