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New Monster for 5th Edition! The King of Bones


Packed in salt, entombed in obsidian, wrapped in chains, and then buried in the desert, The King of Bones has had millennia to plot its revenge on the world.

Thankfully, unlike its gentler cousins, it has some weaknesses that the clever man can use to banish it, imprison it again, or if they are exceptionally lucky or powerful, even kill the monster.

Be careful though, because while you sleep it may just slip into your room and take more than your teeth as a souvenir.

Check out this big bad in the creepy adventure The Palace of Bones!

The King of Bones

Large Fae, Chaotic Evil

Armor Class 17 (Natural Armor)

Hit Points 135 (18d10+36)

Speed 30ft., climb 30ft

​STR: 15 (+2)

​DEX: 14 (+2)

​CON: 18 (+4)

INT: 15 (+2)

​WIS: 15 (+2)

CHA: 15 (+2)

Saving Throws DEX +6, INT +5, WIS +6, CHA +6

Skills Deception +10

Damage Resistances Piercing and slashing from nonmagical attacks

Damage Immunities Poison

Condition Immunities Poisoned, Charmed

Senses Darkvision 120ft., Passive Perception 12

Languages Sylvan, Elvish

Challenge 10 (5.9k XP) Prof. Bonus +4

Magic Resistance. The King of Bones has advantage on saving throws against spells and other magical effects.


Spider Climb. The King of Bones can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


Innate Spellcasting. The King of Bones’ spellcasting ability is Charisma )spell save DC14). The King of Bones can innately cast the following spells, requiring no material components.


At will: blindness/deafness, hold person


1/day: blight

Actions:


Multiattack. The King of Bones makes two attacks with its claws.


Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 13 (1d8+3) slashing damage and the target must make a DC10 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save.


Bone Shard. Ranged Weapon Attack: +6 to hit, range 80/320ft., one target. Hit: 7 (1d8+3) piercing damage, and the target must make a DC10 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save.

Legendary Actions:


The King of Bones can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The King of Bones regains spent legendary actions at the start of its turn.


Rattling Bones. The King of Bones can rattle its boney form and cast fear the spell fear.


Vail of Horror. The King of Bones can transform itself into a black mist. While in this form, it can enter a creature’s space and stop there. When a creature starts its turn with the King in its space, the creature must succeed on a DC14 Constitution saving throw or take 8d8 necrotic damage on a failure and half as much on a success.


Summon Tooth Fairy. The King of Bones summons 1d4 Sprites for 1 minute. They are its allies and obey its mental commands.

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