Skeletal Monstrosity

Gargantuan undead, neutral evil

Armor Class 16 (natural armor)
Hit Points 148 (11d20 + 33)
Speed 40 ft.

21 (+5) 14 (+2) 16 (+3) 6 (-2) 10 (+0) 10 (+0)

Saving Throws Con +7, Wis +4
Damage Resistances cold, fire, lightning; piercing and slashing
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 10
Challenge 10 (5,900 XP)
Proficiency Bonus +4


  • Destructive Collapse. When the monstrosity is destroyed, its bones collapse. Each creature within 5 feet of it must make a DC 14 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one.
  • Legendary Resistance (3/Day). If the monstrosity fails a saving throw, it can choose to succeed instead.
  • Undead Nature. The monstrosity doesn’t require air, food, drink, or sleep.


  • Multiattack. The monstrosity can use Screech. It then makes two attacks: either one with its bite and one with its stomp, or two bone splinters.
  • Bite. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 15 (3d6 + 5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the monstrosity can’t bite a different creature.
  • Stomp. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.
  • Wing Scythe. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
  • Bone Splinter. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
  • Screech. The monstrosity unleashes a bloodcurdling roar. Each creature within 120 feet of it must succeed on a DC 15 Wisdom saving throw or become frightened until the end of the monstrosity’s next turn. If a creature’s saving throw is successful, the creature is immune to the monstrosity’s Screech for the next 24 hours.
  • Splinter Burst (Recharge 5-6). The monstrosity exhales sharp bones in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 24 (7d6) piercing damage on a failed save, or half as much damage on a successful one.


The monstrosity can take 2 legendary actions, choosing from the options below.

Only one legendary action can be used at a time and only at the end of another creature’s turn. The monstrosity regains spent legendary actions at the start of its turn.

  • Attack. The monstrosity makes a wing scythe or bone splinter attack.
  • Eat Marrow (Costs 2 Actions). The monstrosity chews on a creature it has grappled and laps its leaking marrow. The creature takes 12 (2d6 + 5) bludgeoning damage, and the monstrosity regains hit points equal to the damage dealt.
  • Sweeping Slash (Costs 2 Actions). The monstrosity moves up to its speed. At any point during this movement, it can make two wing scythe attacks.


Rumor has it the first skeletal monstrosity was a red dragon who was interrupted during her ritual to become a dragon lich. The resulting calamity left the once-dragon weak and monstrous, a mockery of her former might and a far cry from her aspirations as an undead tyrant. She was grounded in her new, terrible form, stripped of her intellect and magic, and cursed to walk the world until merciful destruction released her soul once and for all.

Section 15: Copyright Notice

Battlezoo Bestiary (5E) © 2022, Skyscraper Studios, Inc.; Authors: William Fischer, Stephen Glicker, Paul Hughes, Patrick Renie, Sen.H.H.S., and Mark Seifter.

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