Bone Crawler

Huge aberration, neutral

Armor Class

16 (natural armor)

Hit Points

161 (14d12 + 70)

Speed

30 ft., climb 10 ft.

STR

23 (+6)

DEX

16 (+3)

CON

20 (+5)

INT

9 (-1)

WIS

15 (+3)

CHA

9 (-1)

Damage Immunities

poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities

charmed, exhaustion, frightened, paralyzed, petrified, poisoned

Senses

blindsight 60 ft., passive Perception 13

Languages

Deep Speech

Challenge

13 (10,000 XP)

Improved Critical. The bone crawler’s bone blade attacks score a critical hit on a roll of 19 or 20.

Spiked Bone Armor. The bone crawler is encased in a shell of ironhard bones that can absorb 150 hit points worth of damage. Against area of effect attacks, the bone crawler’s bone armor will still take damage regardless of whether the bone crawler succeeded on the save. If the bone crawler succeeds on the save, the armor takes half the total damage dealt by the attack. If the bone crawler fails its saving throw, the armor takes double damage from the area effect.

For every 10 hit points of damage the armor takes, the armor gains an additional bone spike. A creature that starts its turn within 5 ft. of the bone crawler takes damage due to the bone spikes. For every bone spike the armor has accumulated, the adjacent creatures take 1d4 piercing damage. The bone crawler can repair its armor over a 24 hour period by absorbing additional bones into its hulking mass. As the bone crawler absorbs bones, it secretes a substance that will harden, coating the bones, and create the iron-hard shell. For every 3 hit points of bone absorbed by the crawler, 1 hit point of damage is repaired on the armor. For example, if the crawler absorbs the skeleton of a creature that had 75 hit points it would repair 25 hit points of damage on its armor.

False Appearance. While motionless, a bone crawler is indistinguishable from a mound of bones.

Actions

Multiattack. The crawler can make up to 6 attacks using its bone blades and bone whips.

Bone Blade. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (1d10 + 8) slashing damage.

Bone Whip. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d6 + 8) bludgeoning damage.

Whirling Frenzy (Recharge 5–6). The bone crawler spins its bone blades in a swirling storm of sharpened edges. Creatures within 10 feet of the crawler must succeed on a DC 15 Dexterity saving throw, taking 15 (2d8 + 6) slashing damage on a failure, or half as much damage on a successful one.

huge
aberration
cr13
tome-of-horrors