Boneclaw
Large undead, chaotic evil
Armor Class
16 (natural armor)
Hit Points
127 (17d10 + 34)
Speed
40 ft.
STR
19 (+4)
DEX
16 (+3)
CON
15 (+2)
INT
13 (+1)
WIS
15 (+2)
CHA
9 (0)
Damage Resistances
cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned
Senses
darkvision 60 ft., passive Perception 16
Saving Throws
Dex +7, Con +6, Wis +6
Skills
Perception +6, Stealth +7
Languages
Common plus the main language of its master
Challenge
12 (8400 XP)
Rejuvenation. While its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of the boneclaw’s master.
Shadow Stealth. While in dim light or darkness, the boneclaw can take the Hide action as a bonus action.
Actions
Multiattack The boneclaw makes two claw attacks.
Piercing Claw Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target.
Shadow Jump If the boneclaw is in dim light or darkness, each creature of the boneclaw’s choice within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage. The boneclaw then magically teleports up to 60 feet 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 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.