Bonespear (CR 12)
Large Vermin (Extraplanar)
Alignment: Always neutral
Initiative: +3 (Dex)
AC: 27 (-1 size, +3 Dex, +15 natural), touch 12, flat-footed 24
Hit Dice: 15d8+60 (127 hp)
Fort +13, Ref +8, Will +6
Speed: 40 ft.
Space: 10 ft./5 ft.
Base Attack +11; Grapple +21
Attack: Horn +16 melee, or horn +13 ranged
Full Attack: 2 horns +16 melee and bite +11 melee, or 2 horns +13 ranged
Damage: 2 horns 2d6+6 plus poison; bite 2d6+3
Special Attacks/Actions: Attach, drag, horns, poison
Abilities: Str 22, Dex 17, Con 19, Int -, Wis 12, Cha 10
Special Qualities: Fast healing 5, fire resistance 10, immobile stance, sonic resistance 10, SR 23, vermin traits
Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan)
Climate/Terrain: Any land or underground (Acheron)
Organization: Solitary, pair, or pack (4-8)
Treasure: 1/2 coins; 50% goods; 50% items
Bonespears are patient predators that live on many different planes. Named for the two long, wickedly barbed horns that grow from their heads, they are a menace to any creature they might perceive as food - a category that includes most anything that moves. Their home plane is Acheron, but bonespears have spread throughout the planes and can be found in even the most inhospitable climates due to their natural hardiness.
Bonespears resemble large grasshoppers in shape. Their dark, carapaced bodies are 8 feet long, and they stand nearly 5 feet tall at the shoulder. Their heads are capped by a pair of 3-foot-long barbed horns. Only when the creature begins to hunt does it become apparent that the horns are nor firmly attached to the creature's head - long sinews connecting the head and the horns enable the bonespear to launch its horns at prey and reel them in to be consumed.
Bonespears can sit for days on end, waiting for suitable prey to wander by. They typically choose barren, rocky places to conduct their hunts, and many bonespears lair underground. If more than a week passes without a sign of prey, the creatures move on until they find a food source.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.