Bone Club. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Bone Crush (Recharge 5–6). Each creature of the Behemoth's choice within 10 feet of it must make a Dexterity saving throw against its master's Warlock spell save DC. On a failed save, a creature takes 3d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
Description
The Apex of Necromancy, for the price of 20 Necrotic bones, you can summon this towering bone behemoth, an amalgamation of thousands of bones to make one terrible monster
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.
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