Dry Bones (5e Creature)

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Dry Bones[edit]

Medium undead, neutral


Armor Class 15 (natural armor)
Hit Points 13 (2d8 + 4)
Speed 25 ft.


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

Saving Throws Con +4
Damage Resistances fire, poison
Senses passive Perception 9
Languages the languages it knew in life
Challenge 1/4 (50 XP)


Reconstruction. If the dry bones is reduced to 0 hit points, it collapses into a pile of bones. While in this form, the dry bones rolls a d6 at the start of each of its turns. If the dry bones rolls a 5 or 6, it reassembles and gets back up, losing half of its movement that turn. Radiant damage or a critical hit that brings the dry bones to 0 hit points or while it is currently at 0 hit points destroys the dry bones and prevents it from reassembling.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Bone Throw. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.


Dry bones are skeletal undead koopas, created when a koopa's spirit stays in its body and animates its bones. This process is usually performed with the magic of Bowser's Minions. However, dry bones will sometimes animate on their own when the spirit is "stuck" in the body. For unknown reasons, this is much more likely to happen in desert areas. Dry bones are well-known for their ability to reassemble from nearly any damage, so adventurers know to retreat or slip past them if they have no way to permanently deal with them. Dry bones are not mindless, and most are in league with Bowser's Minions, but some simply want to take down anyone who would disturb their resting places.

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