b'Bone Merchant \n'b'  Medium   undead ,  neutral  \n'b'  Armor Class  13 \n'b' Hit Points  71 (11d8 + 22) \n'b' Speed  30 ft.\n'b' STATS STR: 10 (+0) DEX:  16 (+3)  CON:  14 (+2)  INT:  18 (+4)  WIS:  16 (+3)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +5,  Int  +7,  Wis  +6 \n'b' Skills   Arcana  +7,  Insight  +6,  Perception  +6 \n'b' Damage Vulnerabilities  bludgeoning \n'b' Damage Immunities  poison \n'b' Condition Immunities   exhaustion ,  poisoned  \n'b' Senses  truesight 60 ft., passive  Perception  16 \n'b' Languages  telepathy 60 ft., understands all languages but doesn\xe2\x80\x99t speak \n'b' Challenge  7 (2,900 XP) \n'b' Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Eternal Damnation . When the bone merchant drops to  0 hit points , it dissolves into a cloud of ash along with anything it is wearing or carrying. The bone merchant is destroyed until eight days have passed, when it reappears at full health in the Eighth Layer of Hell. \n'b'  Legendary Resistance (2/Day) . If the bone merchant fails a saving throw, it can choose to succeed instead. \n'b'  Transfer  Harm  . Whenever the bone merchant takes damage or would suffer a harmful effect, it can choose that a willing creature within 60 feet of it takes that damage or suffers that harmful effect instead. \n'b'\n'b' ACTIONS \n'b'\n'b'  Enervating Touch .  Melee Spell Attack : +7 to hit, reach 5 ft., one creature.  Hit : 11 (2d6 + 4) necrotic damage and the target must succeed on a DC 15  Constitution  saving throw or gain 1 level of  exhaustion . \n'b'  Spellcasting . The bone merchant casts one of the following spells, requiring no components and using  Intelligence  as the spellcasting ability (spell save DC 15): \n'b'\n'b'  At will :  chill touch  (as an 11th-level spellcaster),  blindness/deafness ,  invisibility  \n'b'  3/day each :  bestow curse ,  blight ,  plane shift ,  teleport  \n'b'  1/day each :  finger of death , soul cage'