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Green Bones




"Pretty obvious why they call this spirit Green Bones. What's not so obvious, at first, is that it's a ghost rather than some ambulatory collection of moldy marrow.


Green Bones likes it that way, often gathering walkin' skeletons flensed by her thorns to serve as fodder. She even makes sure they grow fungus. Devious elf this one, though, her heart used to be in the right place instead o' chunks of it floatin' in her ribcage like crystalized ruby.


Used to be a hunter o' monsters, she was. Still is, but her definition o' monster has just change a bit. Sometimes, she's grindin' vampires to bits n' the next night she's endin' villagers that took too much from the forest.


More menace than help. Ya all know what to do."


-Fossor Carvilius Graeme

Green Bones

Medium undead, chaotic neutral

Armor Class 13

Hit Points 71 (11d8 + 22)

Speed 0ft

Flight 40ft (hover)

Str 7 Dex 16 Con 15 Int 9 Wis 17 Cha 16

Skills: Insight +6, Perception +6, Survival +6

Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Damage Immunities cold, necrotic, poison

Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Senses darkvision 60 ft., passive Perception 16

Languages Common, Elvish

Challenge 6 (2,300 XP)

Ethereal Sight:

The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement:

The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Innate Spellcasting (3/day).

TThe ghost can innately cast Hunter's Mark, requiring no material components. Its innate spellcasting ability is Wisdom.

Magic Weapons.

The ghost's weapon attacks are magical.

Actions

Thorny Touch.

Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d6+3) necrotic damage and 7 (2d6) piercing damage. In addition, the creature must succeed on DC 13 Constitution save or swell up with ethereal poison and be wracked with agony.


Until the end of its next turn, if it is living that creature has disadvantage on Dexterity and Strength saves and its speed is halved. If it is undead, it instead loses its Immunities to necrotic and poison damages if it has them. Constructs are unaffected.

Etherealness:

The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Baleful Brier (Recharge 5-6).

The ghost's bones explode in a 20ft radius of thorny briers that tear through both the body and spirit. All creatures in the radius of effect, including those in the ethereal plane, must succeed on a DC 14 Dexterity save or take 23 (5d8) piercing damage, half on success.


In addition, all living creatures that failed the save have disadvantage on Dexterity and Strength saves and their speed is halved until the end of their next turn. all living creatures that failed the save lose their Immunities to necrotic and poison damage if it has them until the end of their turn. Constructs are unaffected.

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