Bloody Bones
Medium Monstrosity, chaotic evil. CR 3, AC 13, 55 HP. Traits: Horrifying Aura, Horrific Imitation.
- Armor class
- 13
- Hit points
- 55
- Challenge
- 3
- Creature type
- Monstrosity
- Size
- Medium
- Alignment
- chaotic evil
Stat block
- Cha
- 10
- Con
- 12
- Dex
- 12
- Int
- 6
- Str
- 16
- Wis
- 10
- Speed
- Walk: 30
- Senses
- darkvision 60 ft., passive Perception 11
- Skills
- Stealth: 3; Deception: 4
- 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.
- Languages
- none, but can speak through the use of its Horrific Imitation trait
- 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.
- Special abilities
- 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.
Source and licence
From Creature Codex.
Licence: Open Game Content (OGL 1.0a).