b'Underfiend, Bonestrike \n'b'  Family:   Underfiend  \n'b'  Large   fiend ,  neutral evil  \n'b'  Armor Class  14 (natural armor) \n'b' Hit Points  90 (12d10 + 24) \n'b' Speed  30 ft.\n'b' STATS STR: 16 (+3) DEX:  12 (+1)  CON:  15 (+2)  INT:  9 (\xe2\x80\x931)  WIS:  14 (+2)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws  Con +5 \n'b' Skills  Athletics +6, Intimidation +4 \n'b' Damage Resistances  cold; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Damage Immunities  fire \n'b' Condition Immunities  charmed, frightened \n'b' Senses  darkvision 60 ft., passive Perception 12 \n'b' Languages  Abyssal, telepathy 120 ft. \n'b' Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Bonebreaker (1/Turn) . The underfiend breaks the bones of a creature it hits with a melee attack. The creature must succeed on a DC 15 Constitution saving throw or its speed is halved and it has disadvantage on Strength and Dexterity ability checks, Strength and Dexterity saving throws, and attack rolls that use Strength or Dexterity. A creature can repeat the saving throw whenever it regains hit points, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to that underfiend\xe2\x80\x99s Bonebreaker trait for the next 24 hours. Creatures without an internal skeleton or an exoskeleton are immune to this effect. \n'b'  Innate Spellcasting . The underfiend\xe2\x80\x99s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The underfiend can innately cast the following spells, requiring no material components. \n'b'\n'b'  At will : detect magic, magic weapon, see invisibility \n'b'  1/day : fear \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The underfiend makes three attacks: one with its bite or horns, and two which can be with a skelemaul, claw, or kick. \n'b'  Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 12 (2d8 + 3) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) slashing damage. \n'b'  Horns .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) piercing damage. The target creature must succeed on a DC 14 Strength saving throw or be knocked prone. \n'b'  Kick .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) bludgeoning damage. The target creature must succeed on a DC 14 Strength saving throw or be pushed 5 feet away from the underfiend. \n'b'  Skelemaul .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) bludgeoning damage and the skelemaul makes a Skelemaul Bite attack at the target \n'b'  Skelemaul Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., target hit by the underfiend\xe2\x80\x99s skelemaul. Cover doesn\xe2\x80\x99t apply against this attack.  Hit : 4 (1d8) piercing damage and a Medium or smaller target creature is grappled by the skelemaul (escape DC 13). The skelemaul releases the grappled creature it if is used to attack a different target. The skelemaul can be attacked and destroyed (AC 15; hp 15; vulnerability to bludgeoning damage; immunity to fire and poison damage). \n'b'  Prey-Seeking Teleport (1/day) . The underfiend magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space adjacent to a hostile creature it can see. \n'b'\n'b' ABOUT \n'b' Bonestrike underfiends serve as elite infantry of the fiendish invasion. Whether leading a paltry handful of void maggots or forming elite strike teams to spearhead an army, bonestrike underfiends are tireless warriors. Bonestrike underfiends generally work together better than other underfiends, and the characteristic infighting among underfiend units tends to be less severe among these serious soldiers. Well aware that a frightened foe is a less effective foe, bonestrike underfiends work to instill fear into their opponents before the battle starts. They order maggots and grylluses to announce their presence, exaggerating their numbers and abilities so that even hardened, skeptical foes second-guess an upcoming engagement. They often paint arcane sigils upon their skulls to unnerve and distract their opponents. Bonestrike underfiends earn their name from their skill at cracking bone.'