The Tome Unrestricted series fleshes out monsters from the Tome of Beasts 3, giving GMs ways to modify existing monsters to surprise well-prepared players or introduce new monsters to a campaign.
This time, we’re looking at ways to change up the bone collector (see Tome of Beasts 3) including alternate traits and actions, as well as new magic items, spells, and adventure hooks inspired by them.
Bone collectors are undead vulture carcasses with an eye in their throats. They are seen on battlefields, collecting remains for their masters or sometimes seeking bones for their own grisly purposes.
Alternate Traits and Actions
The following changes allow GMs to alter a bone collector without modifying their challenge ratings.
Damage Resistances. The bone collector has resistance to bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered.
In exchange for these resistances, the bone collector is vulnerable to radiant damage, and it doesn’t benefit from its Magic Resistance trait when spells and other magical effects deal radiant damage.
Doomed Strikes. Critical hits made within 60 feet of the bone collector deal triple damage. In addition, on a critical hit, the target must succeed on a DC 11 CON save or take 2 (1d4) damage at the beginning of each of its turns from a bleeding wound. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Magical healing also ends the effect on the target.
In exchange for this trait, the bone collector loses its Call of the Grave trait.
Foul Talons. On a hit with its Talons attack, the bone collector deals 5 (1d6 + 2) slashing damage plus 3 (1d6) necrotic damage.
This change modifies the damage dealt by the Talons attack but makes no further changes.
Stench. Any creature other than a bone collector that starts its turn within 10 feet of the bone collector must succeed on a DC 11 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the Stench of any bone collector for 1 hour.
In exchange for this trait, the bone collector loses its Bad Omen action.
Bone Collector Familiars
Some bone collectors are willing to serve evil or morally gray necromancers who are still alive. Such bone collectors have the following trait.
Familiar. The bone collector can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the bone collector senses as long as they are within 1 mile of each other. While the bone collector is within 10 feet of its companion, the companion is not affected by its Call of the Grave trait. At any time and for any reason, the bone collector can end its service as a familiar, ending the telepathic bond.
Bone Collector Swarm
Bone collectors gather in large groups after major battles with significant casualties.
Swarm of Bone Collectors
Huge Swarm of Small Undead, Neutral Evil
Armor Class 13 (natural armor)
Hit Points 58 (9d12)
Speed 15 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
6 (−2) | 15 (+2) | 11 (+0) | 7 (−2) | 14 (+2) | 9 (−1) |
Skills Perception +4, Stealth +4
Damage Immunities necrotic, poison; bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, poisoned, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 14
Languages understands Common but can’t speak
Challenge 3 (700 XP) Proficiency Bonus +2
Call of the Grave. Attacks made within 60 feet of the swarm score a critical hit on a roll of 19 or 20.
Death Sense. The swarm can pinpoint, by scent, the location of Undead and creatures that have been dead no longer than 1 week within 60 feet of it and can sense the general direction of such creatures within 1 mile of it.
Magic Resistance. The swarm has advantage on saves against spells and other magical effects.
Swarm. The bone collector swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough to fit a Small vulture. The swarm can’t regain hit points or gain temporary hit points.
Undead Nature. The swarm doesn’t require air, food, drink, or sleep.
ACTIONS
Talons. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hit points or fewer, plus 5 (2d4) necrotic damage. If the target is a creature, it must succeed on a DC 12 CON save or contract a disease. Until the disease is cured, the target can’t regain hit points except by magical means, and the target’s hit point maximum decreases by 5 (2d4) every 24 hours. If the targe’s hit point maximum drops to 0 as a result of this disease, the target dies.
Burst of Bad Omen (1/Day). The swarm places bad omens on all creatures within 20 feet of it. Each creature must succeed on a DC 11 WIS save or be cursed for 1 minute. While cursed, the creature has disadvantage on attack rolls against the swarm. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
New Magic Items and Spells
The following magic items and spells are inspired by the bone collector.
BONE COLLECTOR NOSE PLUGS
Wondrous Item, Uncommon (Requires Attunement)
These filed-down talons have holes, allowing you to breathe with your nose through them. While attuned, you gain immunity to poison damage and the poisoned condition inflicted by airborne poison effects (such as the cloudkill or stinking cloud spells, or a creature’s Stench trait). In addition, you can pinpoint the location of Undead and creatures that have been dead no longer than 1 week within 60 feet of you.
TALISMAN OF ILL OMEN
Wondrous Item, Uncommon (Requires Attunement)
A leather strap loops through the eye sockets of a bone collector. You can wear this around your neck or waist. While attuned, you can use an action to target a creature you can see within 20 feet of you. The target must succeed on a DC 10 WIS save or be cursed for 1 minute. While cursed, the target has disadvantage on attack rolls against you. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use the talisman’s effect, you can’t use it again until the next midnight.
Call of the Grave
2nd-level Necromancy | Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
Components V, S, M (a rib bone from a bone collector)
Duration: Concentration, up to 1 minute
When you cast this spell, each creature within range must make a CHA save. Attacks made against creatures that fail this saving throw score a critical hit on a roll of 19 or 20.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can exempt one creature from the spell’s effects for each slot level above 2nd.
Adventure Hooks
- Bone collectors continue to desecrate a graveyard near a large settlement! The settlement’s leadership requires heroes to stop the undead vultures and discover the identity of the creature directing the bone collectors.
- A vampire received the gift of a bone collector from the deity of undeath they worship. The creature blends in with other carrion birds to report troop movements for an army poised to attack the vampire’s holdings. The army’s general needs canny adventurers to ferret out this unusual enemy spy!
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