16 (natural armor)
127 (17d10+34)
walk 40 ft.
Dex +7, Con +6, Wis +6
Perception +6, Stealth +7
cold, necrotic; bludgeoning, piercing, slashing from nonmagical attacks
charmed, exhaustion, frightened, paralyzed, poisoned
darkvision 60 ft.
Common plus the main language of its master
12
While its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of the boneclaw's master.
While in dim light or darkness, the boneclaw can take the Hide action as a bonus action.
The boneclaw makes two claw attacks.
Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target.
If the boneclaw is in dim light or darkness, each creature of the boneclaw's choice within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage.
16 (natural armor)
150 (20d10 + 40)
walk 40 ft.
Dex +7, Con +6, Wis +6
Perception +6, Stealth +7
cold, necrotic
charmed, exhaustion, frightened, paralyzed, poisoned
darkvision 60 ft.
Common plus one language spoken by its master
12
+4
While its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of the boneclaw's master.
The boneclaw doesn't require air, food, drink, or sleep.
The boneclaw makes two Piercing Claw attacks.
Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10 + 4) piercing damage plus 11 (2d10) necrotic damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target.
If the boneclaw is in dim light or darkness, each creature of the boneclaw's choice within 15 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage. The boneclaw then teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.
While in dim light or darkness, the boneclaw takes the Hide action.