Medium Fey, Any Evil Alignment
Armor Class 17 natural armour
Hit Points 85 (10d10 + 20)
Speed 60 ft., Walk 40 ft.
STR
21 (+5)
DEX
12 (+1)
CON
14 (+2)
INT
13 (+1)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws CON +5
Skills Intimidation +5, Persuasion +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Poisoned
Senses Darkvision 60ft, Passive Perception 14
Languages Common, Elvish, Sylvan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting. The bone fairy's innate spellcasting ability is Charisma (Spell save DC 13). It can innately cast the following spells:

3/day each: Ray of Enfeeblement, Vampiric Touch

Actions

Muliattack. The Bone Fairy makes 3 attacks: one with her bite and two with her claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage. 

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. 

Crushing Bite (Recharge 5-6). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6 + 5) piercing damage, and the target is grappled (escape DC 15) if it is a large or smaller creature. Until the grapple ends, the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the Bone Fairy's turns, and its Constitution score drops by 1 point at the start of each of the Bone Fairy's turns, which must be restored with a Lesser Restoration. The fairy can't make attacks while grappling a creature in this way.

Description

The larger, more hostile cousins of friendly tooth fairies, bone fairies are thin, ragged creatures with tattered wings, plagued with an impossible, unending hunger for marrow. Usually reclusive, bone fairies tend to only leave their lairs if the stream of animals and lost adventurers they use for food weakens or stops. In these cases the bone fairy may stray into towns or cities under cover of night to capture humanoids and pets.

They have a preference for horses and cows, often kidnapping and devouring entire farms worth of animals, but they will gladly take humans if they're the only thing available.

 

 

Art from WWW.NELL-F.COM

Lair and Lair Actions

Bone fairy lairs are either caves or dark groves, always contained in thick forests. Tooth fairies dance around their lairs, friendly, but never warning potential victims of the danger that lies ahead. The bone fairies themselves can be found lavishing on thrones of bone, remnants of past victims scattered around them.

Lair Actions

On initiative count 20 (losing initiative ties), the bone fairy takes a lair action to cause one of the following effects; the bone fairy can’t use the same effect two rounds in a row:

  • (Recharge 5-6) The bone fairy summons 1d4 tooth fairies, which swarm around it and provide 1d4 healing each, these tooth fairies remain until they are killed and the DM cannot roll to recharge until all of these fairies have died.
  • The remnants of past victims rise from the ground and grab at intruders. The lair becomes difficult terrain and any creature that takes the dash action while in the lair must make a DC 15 Dexterity saving throw or fall prone.

Regional Effects

The region containing a bone fairy's lair is a magical, dark place, which creates one or more of the following effects:

  • It is often filled with a fog that causes people to become lost in the winding forests.
  • It is occupied by thousands of tooth fairies, who are unable to help lost adventurers but gladly keep them company and heal them if persuaded.

If the bone fairy dies, these effects fade over the course of 1d4 days.

Previous Versions

Name Date Modified Views Adds Version Actions
2/7/2020 8:56:15 AM
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2
1
Coming Soon

Monster Tags: fey

Habitat: Forest

ItsBORB

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