Bone Horror
Terrifying undead constructed from the bones of multiple creatures, animated by dark necromancy
Basic Fantasy Field Guide Omnibus
| Armor Class | 14 (m) |
|---|---|
| Hit Dice | 4* |
| Number Appearing | 1d4 |
| Attacks | 2 claws or 1 sting |
| Damage | 1d6+3 claw or 1d4+poison sting |
| Movement | 20' Possible Fly 30' |
| Save As | Cleric: 4 |
| Morale | 12 |
| XP | 280 |
| Treasure Type | None |
Bone horrors are terrifying undead, horrific testament to the dark arts of necromancy. Constructed from the bones of multiple creatures, they are magically animated to serve their master as guardians, assassins or bodyguards.
The appearance of a bone horror is a patchwork of different bones, with no two bone horrors being exactly alike, and most not even being symmetrical within themselves. Some bone horrors may have a large skull for a head, while others may have four human skulls together serving that role. Still others may have claws or horns made of bone. Those with skeletal bat-like wings sprouting from their backs are capable of flying at 30’ per round (40’ per round for greater bone horrors). The only consistent feature among bone horrors is the wickedly barbed, poisonous tail extending from the base of their spine.
Special Abilities
Variants
Greater bone horrors are even more formidable opponents, though fortunately as they are much harder to construct, much rarer and never more than one is encountered at a time. They are larger, stronger, and faster than a standard bone horror, and their attacks are even more devastating. The poison in their sting is also deadlier, with the poison save made at a -4 penalty. Greater bone horrors can be Turned as a vampire.
| Armor Class | 19 (m) |
|---|---|
| Hit Dice | 12* (+10) |
| Number Appearing | 1 |
| Attacks | 2 claws or 1 sting |
| Damage | 1d10+4 claw or 1d6+poison sting |
| Movement | 30' Possible Fly 40' |
| Save As | Cleric: 12 |
| Morale | 12 |
| XP | 1975 |
| Treasure Type | None |