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.