Tiny Aberration, Chaotic Evil
Armor Class 14 Natural Armor
Hit Points 88 (16d4 + 48)
Speed
STR
14 (+2)
DEX
15 (+2)
CON
17 (+3)
INT
12 (+1)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws DEX +4, WIS +5
Senses Darkvision, Tremorsense, Passive Perception 15
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Go for the Throat. The bonemonger deals an extra 7 2d6 damage when it hits a target with a Bite attack and has advantage on the attack roll.

Insightful Telepathy. Constantly under the effects of detect thoughts (save DC 13). As a bonus action, can probe deeper; if target fails save, bonemonger has advantage on attacks against it until the start of its next turn.

Legendary Resistance (2/Day). If the bonemonger fails a saving throw, it can choose to succeed instead.

Osteomancer (Recharges after Short/Long Rest). When reduced to 0 HP, hit points reset to 88, regains expended Legendary Resistance uses, and can use Mythic Actions for 1 hour. Award additional 1,800 XP (2,900 XP total) for defeating after activation.

Actions

Multiattack. One Bite attack and uses Mi.

Bite. Melee Weapon Attack: [roll]1d20+4[/roll] to hit, reach 5 ft., one target. Hit:  piercing [roll]1d6+2[/roll] damage.

Mi. Proclaims "Mi!" at one creature within 90 feet that can hear. Target must succeed on DC 13 Con saving throw or take [roll]1d8[/roll] thunder damage and [roll]1d8[/roll]psychic damage, and become frightened of the bonemonger until the end of its next turn.

 

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

 Gr

asping Bones. Targets surface within 60 feet; skeletal limb grasps at creature within 5 feet. Target must make DC 13 Str saving throw, taking [roll]2d6[/roll] slashing damage and becoming restrained until end of bonemonger's next turn on failure, or half damage and not restrained on success.

Springstrike. Moves up to half speed without provoking opportunity attacks, then makes one Bite attack.

Animate Bones (Costs 2 Actions). Animates bones within 90 feet, creating one skeleton that follows telepathic commands.

 

Mythic Actions
  • Bonetide (Costs 2 Actions). Wave of animated bones ripples out in 60-foot cone or 20-foot-radius sphere. Each creature in area must make DC 13 Dex saving throw, taking [roll]3d6[/roll] slashing damage and knocked prone on failure, or half damage and not prone on success.

Description

Astral hermits are aberrant traders obsessed with specific subjects. The Bonemonger studies bones, reading their histories to extract arcane knowledge. It appears as a tiny white rabbit but can transform into a devastating mythic form when threatened.

Lair and Lair Actions

The bonemonger’s lair is its hearth, a nacre-coated
spiral, folding in on itself and distorting gravity so
that down is always towards its centre Bones adorn
every surface, and can be animated to prevent
intrusion by unfriendly folks Trinkets for trade can
be found among the bones, making a newly formed
lair a veritable hoard
The area around a bonemonger’s lair becomes
distorted by its aberrant magic, often mixing with
the background magic of the plane on which it finds
itself The bonemonger’s predilection for anything
osseous leads to a lair that animates bones in a va-
riety of ways. Often, this mingling of magic results
in the spontaneous formation of
zones of retributive
truth, areas that punish those who lie or fail to an-
swer questions in a timely manner

Monster Tags: abberation

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