BONECLAW
A wizard who tries
to b ecome a lich but fails might
become a boneclaw
instead. These hideous, cackling
undead share a few
of the lich's attributes-but where
liches are immortal masters of the
a rcane, boneclaws
are slaves to darkness, hatred, and
pain.
The most important part of the
transformation ritual
occurs wh
en the soul of the aspiring lich migrates
to a
prepared
phylactery. If the spellcaster is too physic
a lly
or magically weak to compel
the soul into its prison,
the soul instead seeks out
a new master-a humanoid
within a few miles who ha
s an unusually hate-filled
heart. The soul bonds itself
to the foul essence it finds in
that
person, and the boneclaw becomes forever
enslaved
to its new master's wishes and subconscio
us whims. It
forms near its maste
r, sometimes appearing before that
individual to receive
orders and oth er times simply set-
ting about the fulfillment
of its master's desires.
Limited Immortality. A boneclaw
can' t be destroyed
while its maste
r lives. No matter what happens to a
boneclaw's body
, it re-forms within hours and returns to
whatever duty its master assigned.
The boneclaw
can serve only evil. If its master finds
redemption or sincerely turns away
from the path of evil,
the boneclaw
is permanently destroyed.
Cacklins
Slayers. Boneclaws delight in murder,
and
nothing
pleases them more than causing horrific pain.
They lurk
like spiders in shadowy recesses, waiting
for victim
s to approach within reach of their long
, bony
limbs. Once speared, a creatur
e is pulled into the dark-
ness to be sliced apart
or teleported elsewhere to be
tortur
ed to death.
Dark Reflections. A boneclaw's master
might not
want such a servant or even know it has
one. Boneclaws
bind to petty criminals,
bullies, and even particularly
cruel children. Even
if the master is unaware of its new,
horrid bodyguard, its local area will
be plagued by disap-
pearances and grisly murders, tied together
by the com-
mon thread of the master's envy or
hunger for revenge.
Undead Nature. A boneclaw doesn't
require air, food,
drink, or sl
eep.
BONE CLAW
Large undead, chaotic evil
Armor Class
16 (natural armor)
Hit Point
s 127 (17dl0 + 34)
Speed 40 ft.
STR
19 (+4)
DEX
16 (+3)
CON
15 (+2)
INT
13 (+l)
WIS
15
(+2)
Saving Throws Dex +7, Con +6, Wis +6
- •
Skills Perception +6, Stealth +7
CHA
9 (-1)
Damage Re
sistances cold, necrotic; bludgeoning, piercing,
and
s lashing
from nonmagical attacks
Cond
ition Immunities charmed, exhaustion, frightened
,
paralyzed, poisoned
Senses darkvision 60 ft., passive Perception
16
Languages Common
plus the main language of its master
Challenge 12
(8, 400 XP)
Rejuvenation.
While its master lives, a destroyed boneclaw
gains a new body in ldlO hours,
with all its hit points. The new
body
appears within l mile of the boneclaw's master.
Shadow Stealth.
While in dim light or darkness, the boneclaw
can take the Hide action as a bonus
action.
ACTIONS
Multiatta
ck. The boneclaw makes two claw attacks.
Piercing Claw.
Melee Weapon Attack: +8 to hit, reach l S ft., one
target. Hit: 20 (3dl0 + 4) piercing damage.
If the target is a
creature, the boneclaw can pull the
target up to 10 feet toward
itself, and
the target is grappled (escape DC 14). The
boneclaw
has two claws. While a claw
grapples a target, the claw can at-
tack
only that target.
Shadow jump. If the boneclaw is in
dim light or darkness,
each creature
of the boneclaw's choice within 5 feet of it
must
succeed on a DC 14 Constitution
saving throw or take 34 (5dl2
+ 2)
necrotic damage.
The boneclaw then magically
teleports up to 60 feet to an
unoccupied space it can see. It can bring one
creature it's
grappling, teleporting
that creature to an unoccupied space it
can see within 5 feet of its destination.
The destination spaces
of this te leportation must be in dim ligh
t or darkness.
REACTIONS
Deadly Reach. In response to a visible
enemy moving into its
reach,
the boneclaw makes one claw attack against th
at enemy.
If the attack hits, the boneclaw
can make a second claw attack
against
the target.
CHAPTER 6 I
BESTIARY