Monster Dossier
Bone Croupier
Bone Croupier is a fantasy monster entry from source BotD.
Traits
uncommonnemediumundead
Rules & statistics
Monster Profile
Perception
11
Senses
- Name
- darkvision
Languages
- Languages
- common
- necril
Skills
- Acrobatics
- 14
- Deception
- 14
- Diplomacy
- 14
- Games lore
- 12
- Stealth
- 14
- Thievery
- 14
Ability Mods
- Str
- 2
- Dex
- 5
- Con
- 2
- Int
- 1
- Wis
- 2
- Cha
- 5
Defenses
- Ac
- 22
- Saving Throws
- Fort
- 9
- Ref
- 14
- Will
- 14
- Hp
- Hp
- 50
- Abilities
- negative healing
- Immunities
- death effects
- disease
- paralyzed
- poison
- unconscious
- Resistances
- Name
- cold
- Amount
- 5
- Name
- piercing
- Amount
- 5
- Name
- slashing
- Amount
- 5
Speed
- Walk
- 25
Attacks
- Range
- Melee
- Traits
- agile
- finesse
- Name
- claw
- Attack
- 14
- Damage
- 2d8+5 slashing
Spellcasting
- Tradition
- occult
- Type
- Innate
- DC
- 22
- Entry
- 0
- Level
- 3
- Spells
- Name
- prestidigitation
- 1
- Spells
- Name
- illusory disguise
- 3
- Spells
- Name
- mind reading
- 4
- Spells
- Name
- discern lies
Abilities
- Name
- Change of Luck
- Activity
- Number
- 1
- Unit
- free
- Traits
- divination
- occult
- Frequency
- Number
- 1
- Unit
- day
- Trigger
- A creature within 30 feet of the bone croupier attempts a check but hasn't rolled the check yet
- Entries
- The bone croupier pulls on the threads of luck that bind all things. The target rolls twice, and then the bone croupier decides which result applies. If the bone croupier chooses the lower roll, this is a misfortune effect; if the bone croupier chooses the higher roll, it's a fortune effect; if they're the same, the croupier decides which trait to apply. If this ability is expended, the bone croupier rolls 2d6 at the start of each of their turns, recharging the ability if the sum is 7 or 11.
- Name
- Roll the Bones
- Activity
- Number
- 2
- Unit
- action
- Traits
- necromancy
- occult
- Entries
- The bone croupier designates an adjacent living creature to roll the bones. The chosen creature finds a pair of dice in its hand and is compelled by fate to roll them; it can and must roll the dice even if its hands are full or it is unable to act. The creature rolls 2d6, adding them together to determine the effect.
- 7 or 11 (healing, positive) The target regains 15 HP.
- 2, 3, or 12 (negative) The target takes 30 negative damage. If the target is dying, this damage increases its dying condition by 2 instead of 1.
- Name
- Any Other Roll
- Traits
- negative
- Entries
- The target takes 15 negative damage.
Background
Lore
No lore provided.