Boneclaw

Boneclaw

Large undead
Challenge

STR
4
DEX
3
CON
2
INT
1
WIS
2
CHA
−1

150
20d10+40
19
Soak
2
Fort
+5
Ref
+6
Will
+4
Defense note natural armor
Damage resistances cold, necrotic
Damage immunities poison
Condition immunities charmed, diseased, exhausted, frightened, paralyzed, poisoned

Speed 8 m.
Skills Brawn +7 (18), Perception +5 (16), Stealth +6 (17)
Senses darkvision 10 m.
Languages Common plus the main language of its master

Maneuvers. The boneclaw uses maneuvers (maneuver save Difficulty 16). It has 23 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

At will: grapple (Piercing Claw only)

1 stamina die: ambush, cripple, grievous wound, spring attack, swipe, tear flesh, trip

2 stamina dice: tear tendon

Rejuvenation. If the boneclaw is destroyed while its master lives, it gains a new body in 1d10 hours, with all its health. The new body appears within 2 kilometers of the boneclaw’s master.

Shadow Stealth. Once on its turn while in dim light or darkness, the boneclaw can use Stealth without using an action.

Actions (2)

Piercing Claw (2/turn). Melee Weapon Attack: +7 to hit, reach 3 m. Hit: 20 (3d10 + 4) piercing damage. If the boneclaw uses the grapple maneuver, the target is pulled up to 2 meters toward the boneclaw, and the boneclaw can’t use this claw against other targets. The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target.

Shadow Jump (1/turn). If the boneclaw is in dim light or darkness, each creature of the boneclaw’s choice within 3 meters of it must succeed on a Difficulty 14 Fortitude saving throw or take 63 (14d8) necrotic damage.

The boneclaw then magically teleports up to 10 meters 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 1 meter of its destination. The destination spaces of this teleportation must be in dim light or darkness.

Reactions

Deadly Reach. In response to a visible enemy moving into its reach, the boneclaw makes one claw attack against that enemy. If the attack hits, the boneclaw can make a second claw attack against the target.

Arctic, Desert, Urbanmtof

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, make a weapon attack to leave a twisted wound that can’t be healed so easily.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or its maximum health is reduced by the stamina die result for 1 hour. Any effect that removes a condition allows a creature’s maximum health to return to normal before that time passes.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.