My Dad’s Monster Manual – Bone Devil
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It’s time for another preview of My Dad’s Monster Manual. Got questions about the concept? Check out my first post on the subject.
I just interviewed my father for a whole new batch of critters. His takes are pretty wild! First up, my father’s take on the bone devil! He thinks it’s an undead pixie!
Faeton (Bone Devil)
Because they have eternal unlife, they can go wherever they want.Lucian J. Introcaso
Twisted, undead pixies with long claws and poison-tipped tails, Faeton are little barbed skeletons with powerful innate magic.
Recreate Tragic Deaths. When a pixie dies a horrific, tragic, or violent death, its bones reform into a faeton. The faeton remembers its life as a pixie but has an entirely new attitude. It believes other creatures should suffer the same fate it had, seeking to recreate that death for other creatures.
Faetons choose their victims with care, typically targeting creatures that remind the undead pixies of enemies they had in life. This similarity could be in appearance, taste, or some other small detail that only makes sense to the faeton. The undead pixies are patient and might lay subtle groundwork for days before finally taking the lives of victims. They use their enchantment spells and their magical stingers to turn victims and others into puppets that recreate the final moments of the faeton’s life.
Deadly Wanderers. Faetons never stay in one place for long. When all their targets in one area are dead, they move on to a new location to find more creatures to murder. Many communities don’t realize a faeton perpetrated a tragic death until they learn surrounding settlements also experienced similar tragedies.
Soft Spot for Fey. Somewhere deep in their souls, faetons still feel a connection to the Feywild. As such, they only ever seem to harm fey creatures in self-defense. Even humanoids with fey lineage, such as elves, seem to avoid the wrath of faetons.
Tiny undead, neutral evil
Armor Class 15
Hit Points 22 (5d4 + 10)
Speed 10 ft., fly 30 ft.
|2 (-4)||20 (+5)||14 (+2)||13 (+1)||14 (+2)||16 (+3)|
Skills Insight +4, Perception +4, Stealth +7
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 14
Challenge 2 (450 XP)
Innate Spellcasting. The faeton’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: chill touch, minor illusion
1/day each: command, crown of madness, detect thoughts, dominate person, dream, fear, major image, mislead, phantasmal force
Magic Resistance. The faeton has advantage on saving throws against spells and other magical effects.
Multiattack. The faeton makes two attacks: one with its claws and one with its stinger.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 13 Wisdom saving throw or be charmed by the faeton for 1 minute. When the target takes damage, it can repeat the saving throw, ending the condition on a success.
What Do You Think?
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