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Bloody Bones

Medium undead, neutral evil

Armor Class 12
Hit Points 78 (12d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 15 (+2) 8 (–1) 12 (+1) 9 (–1)

Saving Throws Wisdom +3
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Languages the languages it knew in life
Challenge 4 (1,100 XP)

Special Traits

  • Bloody Regeneration. When the bloody bones doesn’t have all of its hit points, it seeps blood from its pores. At the start of its turn if it is seeping blood from its pores, it regains 5 hit points. If the bloody bones takes radiant damage, this trait doesn’t function at the start of the bloody bones’ next turn. The bloody bones dies only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Undead Nature. A bloody bones doesn’t require air, food, drink, or sleep.

Actions

  • Multiattack. The bloody bones makes two Bloody Fist attacks.
  • Bloody Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) poison damage.
  • Blood Spray (recharge 5–6). If the bloody bones doesn’t have all of its hit points, it sprays blood in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 18 (4d8) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn’t poisoned.
Section 15: Copyright Notice

Tegel Manor © 2019, Frog God Games, LLC; Authors: Bill Webb & Thom Wilson with additional material by Gabor Lux