Bloody Bones
Creature Codex (3pp)
- Size
- Medium
- Type
- monstrosity
- Alignment
- chaotic evil
- AC
- 13 (natural armor)
- Hit Points
- 55 (10d8+10)
- Speed
- walk 30 ft.
- Skills
- Deception +4, Stealth +3
- Senses
- darkvision 60 ft.
- Passive Perception
- 10
- Challenge
- 3
- Environment
- farmland
Traits
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.