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AC 18 (+2 bone hauberk)

HP 157 (21d8+63; bloodied 78)

Speed 35 ft.

Proficiency +4; Maneuver DC 16

Saving Throws Dex +6, Wis +7

Skills Arcana +7 (+1d6), Intimidation +7

Damage Immunities fire, poison, necrotic

Condition Immunities charmed, fatigue, poisoned, strife

Senses darkvision 120 ft., passive Perception 12

Languages Dwarvish, Infernal

Bone Armaments. The Bonesmith ignores the flaw property of any bone armor they wear or bone weapon they wield.

Combat Expertise. The damage of the Bonesmith’s weapon attacks includes a d6 expertise die (included in the attack).

Lawful Evil. The Bonesmith radiates a Lawful Evil aura.

Spellcasting. The Bonesmith is a 6th level spellcaster, using Intelligence as their spellcasting ability (spell save DC 15; +7 to hit with spell attacks). They have the following spells prepared:

Cantrips: mage hand , fire bolt , ray of frost

1st-level (4 slots): air wave , arcane riposte , corpse explosion , magic missile

2nd-level (3 slots): darkness , magic weapon

3rd-level (2 slots): counterspell , dispel magic

Unholy Weaponry. When the Bonesmith hits with a weapon made of bone, he deals an extra 3 (1d6) necrotic damage (included in the attack).


Multiattack. The Bonesmith attacks twice.

+2 Bloodbone Maul. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) magical bludgeoning damage plus 3 (1d6) necrotic damage. The minimum result on a damage die rolled with this weapon is a 2.

Fire Bolt (Cantrip; V, S). Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.

Ray of Frost (Cantrip; V, S). Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 9 (2d8) cold damage, and the target’s Speed is reduced by 10 feet until the start of the Bonesmith’s next turn.

Air Wave (1st-Level; V). The Bonesmith makes a melee weapon attack against a creature within 30 feet, dealing slashing damage on a hit.

Corpse Explosion (1st-Level; V, S). A corpse within 60 feet explodes in a poisonous cloud. Each creature in a 10-foot radius of the corpse must make a DC 15 Constitution saving throw . A creature takes 10 (3d6) thunder damage and is poisoned for 1 minute on a failed save, or it takes half as much damage and is not poisoned on a successful one. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success.

Darkness (2nd-Level; V, S, Concentration). Magical darkness spreads from a point within 60 feet of the Bonesmith, filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.


Corpse Magician. The Bonesmith casts corpse explosion by using a spell slot that is one level higher.


Arcane Riposte (1st-Level; V, S). When a creature makes a melee attack against him the Bonesmith makes a melee spell attack against the attacking creature. If the Bonesmith hits, the creature takes 10 (3d6) acid, cold, fire, lightning, poison, or thunder damage.

Counterspell (3rd-Level; S). When a creature the Bonesmith can see within 60 feet casts a spell he attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the Bonesmith makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the Bonesmith casts counterspell with a higher level spell slot, the interrupted spell fails if its spell slot level is less than that of counterspell.


This infernal dwarf stands taller and broader than most, and is dressed as a dreadful mixture of blacksmith and butcher—he wears a blood-stained apron strapped with cross pein hammers and carving knives, ragged leather gloves that smell like rotting meat, and heavy boots dusted with soot. But all that is only ornamentation testament to the Bonesmith’s infamous craftsmanship. What might usually be made from wood, metal, or stone is instead composed of femurs, teeth, and pelvises. Even the enormous dwarf’s ominous face-covering mask is made from the mandible of some impossibly huge creature.

In the Kingdom of Zustramet captives are not only cargo—they are materials with which to construct—and the Bonesmith is chief architect. Not only has he designed most of the bone armaments and structures used by the infernal dwarves, he also oversees all the incoming folk who have been captured all over Elissar. The wicked and dishonorable are sacrificed to their fiendish overlord as freshly pulped offerings in the Ruined Temple, the rest slain and then dragged into the grisly Ossuarmory to have their flesh stripped like shucking corn and their skeletons refashioned into weapons of war by the Bonesmith.

Monster Type Description

Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as hell hounds , are neither demons nor devils.