Burnbones (5e Creature)

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Burnbones[edit]

Medium undead, chaotic evil


Armor Class 13
Hit Points 90 (12d8 + 36)
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 16 (+3) 14 (+2) 17 (+3) 10 (+0)

Skills Deception +3, Perception +6, Religion +5
Proficiency Bonus +3
Damage Resistances cold; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities fire, necrotic, poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages the languages it knew in life
Challenge 8 (3,900 XP)


Fiery Aura. At the start of each of the burnbones' turns, each creature within 5 feet of it takes 5 (1d10) fire damage, and flammable objects in the aura that aren't being worn or carried ignite.

Spellcasting. The burnbones is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16,+8 to hit with spell attacks). The burnbones doesn't require material components to cast spells and has the following cleric spells prepared:

Cantrips (at will): guidance, mending, resistance, thaumaturgy, toll the dead
1st level (4 slots): bane, false life, inflict wounds, ray of sickness, silent image
2nd level (3 slots): blindness/deafness, hold person, locate object, phantasmal force, ray of enfeeblement
3rd level (3 slots): animate dead, bestow curse, fear, major image, spirit guardians
4th level (3 slots): blight, death ward, divination, freedom of movement, guardian of faith
5th level (2 slots): cloudkill, contagion, scrying

Turn Resistance. The burnbones has advantage on saving throws against any effect that turns undead.

War Caster. The burnbones has advantage on Constitution saving throws to maintain concentration on a spell. Additionally, it can use a reaction to cast a spell with a casting time of one action when a creature's movement provokes an opportunity attack. The spell must target only the triggering creature.

ACTIONS

Multiattack. The burnbones makes two slam attacks. Alternatively, it makes one slam attack and casts a spell.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage plus 5 (1d10) fire damage.


The early days of the Banedeath did not go well for Cyric, the (then) new god of the dead, and many of his fledgling clerics were slaughtered at the hands of powerful Banites. Cyric soon after empowered select members of his clerical faithful with a portion of his power—so much power, in fact, that these clerics' mortal forms dissolved into nothing more than mere bones and the fiery power of the Dark Sun. These new undead, burnbones, are similar to the blazing skeletons found in the ruins of Myth Drannor in appearance, but that is where the similarity ends. Burnbones tend to wear the symbol of Cyric on themselves (as a holy symbol, for instance) as a sign of their devotion.
Burnbones were created from Cyric's priesthood, and they were chosen for their fanatical loyalty. This loyalty led quickly to a somewhat insane and paranoid state of mind after their transformations. Burnbones exist only to serve the greater glory of the Prince of Lies, bending to his every whim. To even think of disobeying him causes the creatures insufferable pain and anguish. Considering the crazy nature of the god they serve, it is not unheard of for burnbones to be apparently working at cross purposes while still working under their god's direct orders.
Cyric created nearly two dozen of these creatures at the onset of the Banedeath, and their numbers were soon halved by Banites and the forces of good in the Heartlands. As his enemies discovered means by which to destroy the creatures, Cyric sent some of the remaining ones into hiding until needed and created others as reinforcements. Cyric has created new burnbones only sporadically however, for he seems to be easily distracted, with the result that only a handful of burnbones are created every year.

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