Bloody Bones

Medium undead, chaotic evil

Armor Class 13 (natural armor)
Hit Points 30 (4d8 + 12)
Speed 30 ft.

16 (+3) 14 (+2) 16 (+3) 3 (-4) 10 (+0) 6 (-2)

Skills Acrobatics +4, Perception +2, Stealth +4
Damage Immunities poison
Condition Immunities blinded, deafened, exhaustion, poisoned, stunned
Senses blindsight 30 ft., passive Perception 12
Languages Understands the languages it knew in life but can’t speak
Proficiency Bonus +2
Challenge 1 (200 XP)


  • Slippery. The bloody bones has advantage on ability checks and saving throws made to escape a grapple.
  • Undead Fortitude. If damage reduces the bloody bones to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the bloody bones drops to 1 hit point instead.
  • Undead Nature. A bloody bones doesn’t require air, food, drink, or sleep.


  • Multiattack. The bloody bones makes two Slam attacks .
  • Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
  • Head. Ranged Weapon Attack: +5 to hit, range 10/30 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. The head lands in the same space as the target. The bloody bones must move within 5 feet of its head and use an action to pick it up before it can make this attack again.


Bloody bones are the reanimated remains of living creatures that have fallen victim to the rawhead’s insatiable hunger. Once animated, they become loyal minions of the rawhead, carrying out its sinister will without question.

Section 15: Copyright Notice

5E RPG: Celtic Bestiary. Copyright 2023, Mal and Tal Enterprises, LLC; Author Michael Tresca.

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