b'Bone Lord \n'b'  Huge   undead ,  neutral evil  \n'b'  Armor Class  20 (natural armor)  Hit Points  285 (30d12 + 90)  Speed  40 ft.\n'b' STATS STR: 21 (+5) DEX:  15 (+2)  CON:  16 (+3)  INT:  14 (+2)  WIS:  18 (+4)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +8,  Wis  +10,  Cha  +10  Skills   Athletics  +11,  Perception  +10  Damage Resistances  cold, lightning  Damage Immunities  necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned   Senses   darkvision  90 ft., passive  Perception  20  Languages  Common  Challenge  19 (22,000 XP)  Proficiency Bonus  +6 \n'b' SPECIAL TRAITS \n'b'\n'b'  Death-Infused Weapons . The bone lord\xe2\x80\x99s weapon attacks are magical. When the bone lord hits with any weapon, the weapon deals an extra 2d8 necrotic damage (included in the  attack ). \n'b'  Legendary Resistance (3/Day) . If the bone lord fails a saving throw, it can choose to succeed instead. \n'b'  Master Tactician . The bone lord and any friendly Undead within 60 feet of it have advantage on  attack  rolls against a creature if at least one of the Undead\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t  incapacitated . \n'b'  Rejuvenation . As long as at least one of its bones remains, a destroyed bone lord gathers a new body in 1d10 days, regaining all its  hp  and becoming active again. The new body appears within 5 feet of the largest remaining bone from its body. \n'b'\n'b' LAIR \n'b' Bone lords lair where they were spawned\xe2\x80\x94a battlefield, oubliette, or similar place where a mass of nameless dead were gathered\xe2\x80\x94or in the first place they cleared of living inhabitants after they formed: an empty castle,  ghost  town, or similar locale. \n'b' Wherever the lair is, it is always scattered with bones and corpses of past victims, and it is eerily quiet, as no living creature willingly remains in the area. \n'b' On initiative count 20 (losing initiative ties), the bone lord can take a lair action to cause one of the following effects; the bone lord can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b'  Bone Eruption . Bones erupt from the ground in a 30-foot radius around the bone lord. This area becomes  difficult terrain  for the 1 minute, until the bone lord uses Bony Reformation, or until the bone lord is destroyed. This  difficult terrain  doesn\xe2\x80\x99t cost the bone lord extra movement. \n'b'  Bony Reformation . The bone lord draws nearby bones into its body, regaining 27 (6d8)  hp . The bone lord can use this lair action only if it is standing in an area of Bone Eruption. \n'b'  Deathly Wails . The horrid cries and screams of the dead resound around up to three creatures the bone lord can see within 120 feet of it. Each target must succeed on a DC 16  Wisdom  saving throw or be  stunned  until initiative count 20 on the next round. \n'b'  Turning Defiance . The bone lord and any Undead within 60 feet of it have advantage on saving throws against effects that turn Undead. \n'b'  Undead Nature . The bone lord doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The bone lord makes four Claw attacks. It can replace one  attack  with one Tail  attack . \n'b'  Claw .  Melee Weapon Attack : +11 to hit, reach 10 ft., one target.  Hit : 14 (2d8 + 5) slashing damage plus 9 (2d8) necrotic damage, and the target is  grappled  (escape DC 19). Until the grapple ends, the target is  restrained . The bone lord has for claws, each of which can grapple only one target. \n'b'  Tail .  Melee Weapon Attack : +11 to hit, reach 15 ft., one target.  Hit : 16 (2d10 + 5) bludgeoning damage plus 9 (2d8) necrotic damage. The target must succeed on a DC 19  Strength  saving throw or be pushed up to 15 feet away from the bone lord. \n'b'  Fling . One Medium or smaller object held or creature  grappled  by the bone lord is thrown up to 60 feet in a random direction and knocked  prone . If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 19  Dexterity  saving throw or take the same damage and be knocked  prone . \n'b'  Servants of Death . The bone lord magically calls 3d6 skeletons or zombies, 2d4 ghouls, or 2 wights. The called creatures arrive in 1d4 rounds, acting as allies of the bone lord and obeying its spoken commands. The Undead remain for 1 hour, until the bone lord dies, or until the bone lord dismisses them as a bonus action. The bone lord can have any number of Undead under its control at one time, provided the combined total CR of the Undead is no higher than 8. \n'b'  Pattern of Death (Recharge 6) . Necrotic energy ripples out from the bone lord. Each creature that isn\xe2\x80\x99t a Construct or Undead within 30 feet of the bone lord must make a DC 19  Constitution  saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. Each friendly Undead within 30 feet of the bone lord, including the bone lord, regains  hp  equal to half the single highest amount of necrotic damage dealt. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The bone lord can take 3 legendary  actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The bone lord regains spent legendary  actions  at the start of their turn. \n'b'\n'b'  Sovereign\xe2\x80\x99s Onslaught . The bone lord commands up to four friendly Undead it can see within 60 feet of it to move. Each target can use its  reaction  to immediately move up to its speed. This movement doesn\xe2\x80\x99t provoke opportunity attacks. \n'b'  Sovereign\xe2\x80\x99s Reprisal . The bone lord commands one friendly Undead within 30 feet of it to  attack . The target can make one weapon  attack  as a  reaction . \n'b'  Call Servants (Costs 2 Actions) . The bone lord uses Servants of Death. \n'b'  Fling (Costs 2 Actions) . The bone lord uses Fling. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing the bone lord\xe2\x80\x99s lair is tainted by its presence, which creates one or more of the following effects: \n'b'\n'b'  Bone Ache . Creatures with bones suffer random, mysterious aches, especially creatures that are already  prone  to such aches because of old injuries, a badly set break, or similar circumstances, within 10 miles of the lair. \n'b'  Skeletal Nightmares . Creatures sleeping within 5 miles of the lair occasionally suffer nightmares about skeletons, fields of bones, and similar imagery. \n'b'  Skull Sight . Whenever a creature that isn\xe2\x80\x99t a Construct or Undead spends more than 1 minute near a skull within 1 mile of the lair, the bone lord becomes aware of the creature\xe2\x80\x99s presence and knows the general direction and distance of the creature from the lair. If the bone lord is destroyed, these effects fade in 1d10 days. \n'b'\n'b' ABOUT \n'b' The pile of bones reforms into a giant goat-like skeleton with a four-armed humanoid torso. Its empty eye sockets glow menacingly red as it rushes forward. \n'b' Bone lords are collective amalgams of various bones, erupting from mass graves and bone middens and coming together for the express purpose of punishing the living for simply being alive. \n'b'  Born of Darkness and Fury . A bone lord spawns spontaneously from a large pile of bones, generated by the collected psychic trauma\xe2\x80\x94anguish, fear, grief, hate, loss, and other extreme emotions\xe2\x80\x94of the atrocities that created the pile of bones. Sources of necromantic energy are required for a bone lord to form, or else bone lords would arise whenever there was mass slaughter, a great plague, or an interminable war. In spite of this, there is no definitive guiding hand in a bone lord\xe2\x80\x99s creation. It is a thing born of the results of the worst of humanoid nature, and it rises with a desire to destroy those whose actions created it. \n'b'  Undead Menace . The bone lord exists to destroy the living. As such, it attracts other undead that rally behind its strength and power. \n'b' No living necromancer could control a bone lord, nor would its hatred of the living allow such a thing. A lich might enter an alliance with a bone lord, though the creatures have little use for subtlety or intricate machinations. \n'b' Sensible living creatures would be wise to set aside their differences to defend against it, as it cares not whether those it crushes are good or evil; all the living are fated to die at the bone lord\xe2\x80\x99s whim.'