Large Monstrosity (Aarakocra, Angel, Elf, Human, Merfolk, Orc, Water Genasi), Neutral Evil
Armor Class 12 Natural
Hit Points 381 (16d20 + 216)
Speed 20 ft., His claws dig into surfaces hideously well, allowing for swift movement whilst scaling cliffs. , Walk 55 ft. Many legs, much speed is to be had., Burrow 40 ft. His claws tear at the earth, permitting him unseen travel at obscene speeds, Fly 25 ft. Though hidden by the cloak, he does have wings., Swim 30 ft. Did you know he floats?
STR
19 (+4)
DEX
22 (+6)
CON
28 (+9)
INT
17 (+3)
WIS
11 (+0)
CHA
17 (+3)
Saving Throws DEX +10, CON +13
Skills Arcana +4, Deception +7, History +7, Insight +11, Intimidation +16, Medicine +10, Performance +5, Survival +21
Damage Resistances Lightning
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened, Paralyzed, Poisoned, Prone
Senses Blindsight 70 ft., Darkvision 120 ft., Truesight 15 ft., Passive Perception 22
Languages Common, Deep Speech, Gnomish, Minotaur Common, Abyssal, Deep Speech, Elvish, Minotaur
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Stitched Sinew. At the beginning of his turn, or whenever he deals damage with a physical attack, he heals for 2d8 health.

Mordant Bones. At the beginning of each player's turn, or whenever a physical attack is made against him, that attacker or player must make a DC 14 Constitution saving throw. On success, nothing happens. On failure, they have a temporary -1 to Strength.This steadily wanes with rest. If their Strength falls alow five, they fall unconscious or have impaired movement. This effect cannot kill them.

Nocent Aura. Whilst in the presence of the monstrosity, one is swift to notice the horrendous odor emanated from him. Anon, the toxicity of it betides them, dealing 1d4 poison damage at the beginning of their turn, cumulatively dealing another 1d4 each time. It does 1d4, 2d4, then 3d4, never going above that. Outside of combat, this rises at each passing minute. This effect cannot drop the victim's health below 1. If they are exposed for too long, they may fall ill with a fatal disease.

Moulder. After enough time of exposure to Boneclack's noxious aura, the topmost layer of skin meets atrophy, wherethrough it becomes redolent. He can thus sense their location more easily through smell, negating Stealth rolls.

Tethered. As long as anyone within a 500 ft. radius is at 1 health, their movement speed is halved, any healing that would be done does half that amount instead, their sight range becomes 10 ft., and they cannot concentrate for spells or abilities.

Noxious Disillusion. Illusions cast by players affected by Boneclack's aura cannot be seen by Boneclack. Their lack of scent is noted.

Multi-Legged. Boneclack's movement is unhindered by rough terrain.

Actions

Multiattack. He makes two attacks with its claws and one with its mandible if the target is too close.

Claw. Melee weapon attack: +12 to hit, reach 10 ft., one target. Hit: 16 (4d4 + 8) slashing damage. This cannot drop their health below 1.

Envenomed Jaw. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. On hit, their maximum health is halved permanently. 

Flung Tines. Ranged Weapon Attack: +6 to hit, reach 40 ft., two targets. Hit: 4 (1d4 + 2) piercing damage. On hit, they must make a DC 8 Constitution saving throw. On success, nothing happens. On failure, they fall prone and are blinded and deafened for until their next turn. On a 1, they fall asleep until awoken.

Nimgaze. Upon looking into his eyes, the holes they are, Boneclack fills the victim's sight with horrors unseen, spawned from their memories. They cannot take an action until their turn and they cannot move for a few seconds. At the beginning of their turn, or after a minute outside of combat, they must make a DC 17 Wisdom saving throw. On success, they are frightened for one minute. On failure, they become stunned for 1d12 minutes. On a 1, they are petrified.

Deftness of the Boneclad. As an action, Boneclack may use his wings, dissembled thereunder cloak, to move 20 feet in any direction at unforeseen swiftness. This movement ignores rough terrain and may only go in a straight line. If he collides with a target, they must make a DC 8 Strength saving throw. On success, they take 1d6 + 1 bludgeoning damage. On failure, they fall prone and Boneclack may use his Envenomed Jaw attack.

Reactions

Flayed Defense. Swiftly, as a response to attacks and spells attacking him, Boneclack may defend with his cloak, negating eight of the damage. If it was a physical attack, the assailant tholes 1d4 poison damage.

Skeletal Clatter. The muscles that hold together his skeletons are nearly impossible to destroy by physical or magical means, almost adhesive, stretching outwards if he so chooses. As a reaction, Boneclack may detach parts of himself by mere whim, thus some attacks to go through him, causing the attacker to stumble forth. The bones clatter to the floor, capable of being reattached by pulling of the sinew. The weapon is swung, colliding with the muscle, and the assailant must roll a d6. On a 1, the weapon gets caught and the attacker falls prone, dealing zero damage.

Legendary Actions

Boneclack may use two Legendary Actions per day. Whenever a creature dies due to damage done by him, he gains another Legendary Action, but this cannot exceed three.

Soul Unto Vessel. At any time, Boneclack may impose his soul upon a nearby corse, thusly reanimating it and wreaking his spirit with it. He loses all his passives and actions, gains their stats and actions as if they were at peak health, and gains Nimgaze. Only a high enough passive perception may notice his soul transferred to tother being.

Description

A being enchained betwixt life and death, his body lost. He had lived amongst civilization afore he was cast out for unknown reasons. The wilds mistreated him, dispiteous and cruel. Lorn, he did what he must to survive.

Hundreds of years agone, Boneclack was found in a cave fraught with sinew and broken cadavers, each slew by his impulse. Daring venturers, reckless researchers, and curious historians have met end by him, all for getting too close. Those few fortunate enough to live tell of a stridulous voice and a hollow gaze, each within a shambling monstrosity. He lives, steadily substantiating himself from the bones he's collected.

"My wife had come looking for me, you know. Now, we'll never be apart."

Monster Tags: humanoidmonstrosity

Habitat: ArcticMountain

Idoneity

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