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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Bloody Bones/

Bloody Bones

Bloody Bones

Medium monstrosity, chaotic evil
  • Armor Class 13 (natural armor)
  • Hit Points 55 (10d8+10)
  • Speed 30 ft.
  • STR
    16 (+3)
  • DEX
    12 (+1)
  • CON
    12 (+1)
  • INT
    6 (-2)
  • WIS
    10 (+0)
  • CHA
    10 (+0)
  • Skills Deception +4, Stealth +3
  • Senses darkvision 60 ft., passive Perception 11
  • Languages none, but can speak through the use of its Horrific Imitation trait
  • Challenge 3 (700 XP)
  • Horrifying Aura. Any creature hostile to the bloody bones that starts its turn within 10 feet of the bloody bones must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the bloody bones' Horrifying Aura for the next 24 hours.
  • Horrific Imitation. The bloody bones chooses one creature it can see. It moves, acts, and speaks in a macabre imitation of the creature. Its utterances are nonsense, and it can't understand the languages of its chosen target. It maintains this imitation until it dies. A creature that hears and sees the bloody bones can tell it is performing an imitation with a successful DC 14 Wisdom (Insight) check.

Actions

  • Multiattack. The bloody bones makes two claw attacks. It can use its Dark Stare in place of one claw attack.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.
  • Dark Stare. The bloody bones stares balefully at one creature it can see within 60 feet. That creature must succeed on a DC 13 Wisdom saving throw or have disadvantage on all attacks until the end of its next turn.

Reactions

  • Its Crown Runs Red. When it is hit by an attack, the bloody bones regains 5 (1d10) hit points and has resistance to that damage type until the end of its next turn as life-giving blood pours from the top of its skull.

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