Blazing Bones
There are some tales of spellcasters that are prone to using destructive spell regardless of collateral damage. Blazing bones are the result when a spellcaster inadvertantly kills themselves with a spell like Fireball, but is brought back as a perpetually burning skeleton. These undead retain some of their former intelligence, but the constant agony of their existance drives them to insanity. The only relief they feel is by igniting fires & setting creatures ablaze.
Blazing bones hate life & others happiness. Some even seem to believe that their fiery attacks will cleanse the world based on the roaring, crackling howls that come from their empty mouths. They also seem to enjoy taunting or threatening their adversaries. Blazing bones tend to avoid each other & other undead.
There are tales of evil archmages or high priests to dark gods slaying their underlings for the express purpose of creating blazing bones to act as guardians. These can be forced into small groups, but they are difficult to command even by their creator. Often they can only be compelled to remain in a specific location or not attack their creator.
Statblock
Homebrew, Monstrous Compendium Annual Volume I (2e)
Blazing Bones CR: 1/2
STR
10 +0
DEX
14 +2
CON
15 +2
INT
14 +2
WIS
8 -1
CHA
5 -3
Innate Spellcasting. The blazing bones' innate spellcasting ability is Intelligence (spell save DC 12, +4 spell attack bonus). It can innately cast the following spells, requiring no material components:
- At will: Create Bonfire, Firebolt
Death Throes. When the blazing bones dies, it explodes, and each creature within 10' of it must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried.
Fire Absorption. Whenever the blazing bones is subjected to fire damage, it takes no damage & instead regains a number of hit points equal to the fire damage dealt.
Fire Aura. At the start of each of the blazing bones' turns, each creature within 5' of it takes 5 (1d10) fire damage, & flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the blazing bones or hits it with a melee attack while within 5' of it takes 5 (1d10) fire damage.
Heated Weapons. When the blazing bones hits with a melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).
Holy Water Vulnerability. If splashed with the contents of a flask of holy water or hit with a bottle of holy water, the blazing bones takes double damage.
Illumination. The blazing bones sheds bright light in a 10' radius & dim light for an additional 10'.
Actions
Slam. Melee Weapon Attack +2 to hit, reach 5', one target. Hit: 3 (1d6) bludgeoning & 3 (1d6) fire damage.
Fireblast (Recharge 5-6). The blazing bones creates an explosion of flame in a 10' radius sphere centered on itself. All creatures in that radius must make a DC 12 Dexterity saving throw. A target takes 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
Suggested Environments
Any Climate & Any Terrain
Dread Domains
Hazlan. Many magical experiments have gone wrong over the years in this domain of mad mages. Not only are their dozens of blazing bones roaming the wastes, but there is the possibility that there are variants created from similar spells.
Dark Powers
Crushing Wheel. Blazing bones only seek to cause as much devastation to as many creatures as possible. Their desire to share their torment leaves a wake of desolation that rivals many natural disasters.
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