PDA

View Full Version : D&D 3.x Other Prismatic boneyard



noob
2020-11-01, 06:47 PM
I just decided that prismatic boneyards had to exist.
Prismatic boneyard
Huge Undead Hit Dice: 17d12+17 (127 hp) Initiative: +6 Speed: 20 ft. (4 squares), fly 60 ft. (good) Armor Class: 30 (–2 size, +2 Dex, +20 Deflection), touch 10, flat-footed 28 Base Attack/Grapple: +8/+26 Attack: Bite +16 melee (2d8+15/19–20 plus prismatic infusion) Full Attack: Bite +16 melee (2d8+15/19–20 plus prismatic infusion) Space/Reach: 15 ft./10 ft. Special Attacks: prismatic infusion, improved grab, summon skeletons, prismatic destruction Special Qualities: Prismatic defence , darkvision 60 ft., fast healing 10 , inescapable craving, spell resistance 24, undead traits Saves: Fort +7, Ref +9, Will +15 Abilities: Str 31, Dex 14, Con —, Int 18, Wis 20, Cha 18 Skills: Balance +22, Climb +30, Hide +22, Jump +30, Listen +25, Move Silently +22, Search +24, Spot +25 Feats: Combat Reflexes, Great Fortitude, Improved Critical (bite), Improved Initiative, Improved Toughness†, Lightning Reflexes Environment: Any Organization: Solitary Challenge Rating: ?? Treasure: Standard Alignment: Always chaotic evil Advancement: 18–25 HD (Huge); 26–51 HD (Gargantuan) Level Adjustment:— †New feat described on page 27.

The pile of irradiating bones before you stirs. The bones rise and reform, and as each bone finds its proper place, the shape of a huge serpentine creature emerges, one whose form is composed of interlocking bones, its head the skull of some unnamed and long-dead beast.

A prismatic boneyard is an undead creature made entirely from the transformed bones of other dead creatures. However, unlike a skeleton or similar monster, a prismatic boneyard’s form is fluid in the sense that it can appear merely as a pile of bones glowing with all the colours of the rainbow, or as an irradiating serpent composed of bones, or some other form of its choice. prismatic boneyards have been called by many names, depending upon where they are encountered, including aaaaaaaaa, rainbow death and run away

A prismatic boneyard weighs between 4,000 and 8,000 pounds, depending on the number of things it annihilated.

Prismatic boneyards speak Common, Terran, and Abyssal.
COMBAT

A prismatic boneyard seeks to bite and annihilate its foes. If it can start a grapple, it annihilates its victims even more.

Prismatic infusion (Su): Prismatic boneyards infuses their attacks with the same kind of power as a prismatic wall.
Any creature hit by an attack of a boneyard suffers from all the effects of crossing a prismatic wall with saves dcs equal to 18+ their charisma modifier (22 in this case)

Improved Grab (Ex): To use this ability, a boneyard must hit a Large or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can try to utterly subsume all the bones in the victim’s body.

Inescapable Craving: A boneyard has an inescapable craving (see the Undead Metabolism section in Chapter 1) for annihilating things with the power of the light, which it satisfies by using its Prismatic infusion ability.

Summon Skeletons (Su): A boneyard can summon prismatically enhanced undead creatures from its own bones once per day: 3–6 troll skeletons or 2–4 young adult red dragon skeletons. The undead arrive in 1d10 rounds and serve for 1 hour or until they are reabsorbed back into the boneyard.

Prismatic destruction (Su): If a boneyard wins a grapple check after using its improved grab ability, it attempts to pin the target on its next action. A boneyard that begins a turn with a victim still pinned and that makes one more successful grapple check automatically annihilates the target by turning them into ashes with fire damage then completely corroding what was left from the previous effect with acid damage then disintegrates what is left with lightning then poison to death what is left then petrifies what is left then turns insane what is left then sends what is left to another plane.

Prismatic defence (Su): A prismatic boneyard is protected from everything as if they had a prismatic wall surrounding them.
This protection regenerates one layer at the start of the turn of the prismatic boneyard (always starts with the highest number layer so it regenerates first the violet layer) and attempts at destroying layers of this protection must breach the spell resistance of the prismatic boneyard.
Anything that would work to break the layers of a prismatic wall works against the correct layer of that defence.
Bull rushing a prismatic boneyard or anything that would make a creature enter a square occupied by a prismatic boneyard (except improved grab because else you would be double roasted) subjects this creature to all the layers of the prismatic boneyard protection (save dc is 18 + the charisma modifier of the prismatic boneyard).
Furthermore the prismatic boneyard have a deflection bonus to armour class of 20.



Template:prismatically enhanced
Creatures with this template benefits from the protection of one or more random layer of a prismatic wall (roll to choose colours as if using prismatic rays so yes a creature can benefit from 2 layers)
What would destroy a layer of a prismatic wall can also destroy a layer of protection of a creature with this template.
They also add the effect of all the layers they currently have to their natural attacks using for save dc 18 + their charisma modifier.
Creatures with this template regains their lost prismatic layers when the sun illuminate them for the first time in the day (can only happen once per day).

How to create your own prismatic boneyard because you think overkill is worth doing only if you do it 7 times in a row.
You need 6 castings of prismatic wall, create greater undead and a casting of prismatic sphere and 16000 gold under the form of sparkling dust obtained from valuable things annihilated by prismatic walls that you use to sprinkle roughly 4000 pounds of bones.
All the spells must be cast together in a ritual lasting at most 20 rounds or the whole process fails.
Any casting of the prismatic spells can be substituted by 2 castings of prismatic spray.
A prismatic boneyard starts uncontrolled and very much filled with the desire to annihilate as many things and creatures as possible.

So anyone thinks it is nonsense?

GrayDeath
2020-11-01, 07:33 PM
Sure its nonsense (and a bit short/Alpha).^^

Doesnt mean its not cool though.:smallcool:

noob
2020-11-02, 08:10 AM
Elemental creature
Appearance: this creature is surrounded by the picked kind of energy thus making their association trivial to guess.
This generic template have as a purpose the possibility to add quickly an elemental theme to an undead.
What is not specified to change is left unchanged
You can pick any kind of damage so you can do any elemental theme or you can even pick themes like city based undead that deals city damage but use those kind of odd option only if you know it would fit your odd campaign.
Size and Type: the size and type of the creature stays the same but the creature gains a subtype associated with the kind of damage picked.
Hit Dice: old hit dice -2 hp per hit dice: elemental creatures are more volatile.
Attack:
Imbued attacks(su): An elemental creature can add a varying amount of damage dice of the picked damage to their attacks, offensive supernatural powers, offensive extraordinary powers, spells and spell like abilities that targets a creature or group of creatures.
The amount of damage dice is a variable picked at the application of the template just like the kind of damage.
ex: a necromancer with the elemental infusion corpse-crafting feat could choose one six sided damage dice of lightning damage when creating elemental undead.
Special Attacks:
The following special attack is mandatory:
Automatic transformation(ex): any spell or spell like ability the creature uses automatically gains the elemental subtype associated with the chosen kind of damage and have any damage that is not of that kind turned into damage of that kind.

An elemental infused creature can gain the following special abilities(chosen at the application of the template depending on the source of the template)
Elemental revenge(su): Deals the elemental damage dices as damage to opponents that hits them in melee and to projectiles that hits them.
Spell-like(sp): Gives a spell like ability usable once a day of a level inferior or equal to the hit dice of the creature divided by two that deals damage of the kind of the element picked(or have a subtype associated with the element(for example force wall for force damage)) and with a caster level equal to the hit dice of the creature. This ability can be picked multiple times with multiple spells or multiple times the same spell or a combination of those choices.
Special Qualities:
Elemental revenge(su) if the creature got it in the special abilities picking phase.
Immunity to chosen damage(ex): The creature becomes immune to the kind of damage that was picked unless it is a kind of damage that is impossible to resist such as divine damage.

Skills:
-8 racial penalty to stealth and move silently checks due to constantly irradiating energy.

Cr: Special.
Since this template is usually applied through corpsecrafting or class features it usually does not change the challenge rating but if it is applied without those the added Cr varies hugely depending on the picked spell like abilities and the amount of damage dice and the chosen element.

Debihuman
2020-11-18, 03:02 AM
Where does the deflection bonus come from for the Prismatic Boneyard?

Save DCs are normally 10 + 1/2 Creature's HD + ability modifier. 22 is correct for saves that are charisma-based. You just need to state that Save DC is 22 (charisma based). Do the saves negate or do half?

Debby

noob
2020-11-18, 03:06 AM
Where does the deflection bonus come from?

Debby

Magic but I forgot to specify it was magical.

Debihuman
2020-11-18, 03:31 AM
It's okay if it is magical but you still have to give an ability that grants the magical deflection bonus.

noob
2020-11-18, 03:49 AM
I gave it within prismatic defense.
As for save dcs I wrote at each time:


(save dc is 18 + the charisma modifier of the prismatic boneyard)
So the fact the save dc is charisma based is already written.
The saves are against prismatic layers or a full prismatic wall so they works as saves against layers of the prismatic wall spell or against the prismatic wall spell.(so for each layer it is negates or half or partial as for the spell)
So yes you will throw up to 7 saves each time the monster hits you.
I could put a "layers of a prismatic wall" section but it would just be a copy of the srd table.
Now the question is: which kind of CR should it have: it is a flying bruiser with a situationally strong defence and a situationally strong offence(both are countered by antimagic zones and the former is counter-able by either ninth level spells or just being an artificer or the process of casting more than one spell per turn).
The speed means people can run away with not too much difficulty.

Debihuman
2020-11-18, 09:12 AM
What kinds of saves need to be made: Will, Fortitude or Reflex?

Save DCs for Supernatural abilities are usually charisma based. 10 + 1/2 Creature's HD + ability modifier + racial modifier if any. For example you would normally write that the target has to make a Will save (DC 22). The save is charisma based.

Also, the formatting makes if more difficult to read. It has one too many feats so I made Improved Toughness its bonus feat. Unless you cite to a book, the page number isn't useful.

Since it is undead, flight should also be magical in nature.

Liber Mortis describes Inescapable Hunger (pgs 8-9) but as written it is just fluff and has no game mechanics so it belongs in description or as you have it, in combat.

Prismatic Destruction is too complicated. Does each of those things take a round or is the target simply turned to ash and teleported to another plane of existence (presumably an evil-aligned plane). For ease, see my changes below. Also, I would allow only miracle, true resurrection or wish to bring back such a deceased character.

Here is my updated version with formatting. What do you think? I'm guessing the CR is 17 since that's the minimum a PC needs to cast prismatic wall.

Prismatic Boneyard
Huge Undead
Hit Dice: 17d12+17 (127 hp)
Initiative: +6
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 30 (–2 size, +2 Dex, +20 Deflection), touch 10, flat-footed 28
Base Attack/Grapple: +8/+26
Attack: Bite +16 melee (2d8+15/19–20 plus prismatic infusion)
Full Attack: Bite +16 melee (2d8+15/19–20 plus prismatic infusion)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, prismatic destruction, prismatic infusion, summon skeletons,
Special Qualities: Darkvision 60 ft., fast healing 10, flight, prismatic armour, prismatic defence, spell resistance 24, undead traits
Saves: Fort +7, Ref +9, Will +15
Abilities: Str 31, Dex 14, Con —, Int 18, Wis 20, Cha 18
Skills: Balance +22, Climb +30, Hide +22, Jump +30, Listen +25, Move Silently +22, Search +24, Spot +25
Feats: Combat Reflexes, Dodge, Great Fortitude, Improved Critical (bite), Improved Initiative, Improved ToughnessB, Lightning Reflexes
Environment: Any
Organization: Solitary
Challenge Rating: 17
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 18–25 HD (Huge); 26–51 HD (Gargantuan)
Level Adjustment: —

The pile of irradiating bones before you stirs. The bones rise and reform, and as each bone finds its proper place, the shape of a huge serpentine creature emerges, one whose form is composed of interlocking bones, its head the skull of some unnamed and long-dead beast.

A prismatic boneyard is an undead creature made entirely from the transformed bones of other dead creatures. However, unlike a skeleton or similar monster, a prismatic boneyard’s form is fluid in the sense that it can appear merely as a pile of bones glowing with all the colours of the rainbow, or as an irradiating serpent composed of bones, or some other form of its choice. Prismatic boneyards have been called by many names, depending upon where they are encountered, including Aaaaaaaaa, Rainbow Death, and Run Away.

A prismatic boneyard weighs between 4,000 and 8,000 pounds, depending on the number of things it annihilated.

Prismatic boneyards speak Abyssal, Common, and Terran.

COMBAT

A prismatic boneyard seeks to bite and annihilate its foes. If it can start a grapple, it annihilates its victims with its Prismatic Destruction.

Flight (Su): A prismatic boneyard can fly in any form it takes at a speed of 60 ft with a maneuverability of Good.

Improved Grab (Ex): To use this ability, a boneyard must hit a Large or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can try to utterly subsume all the bones in the victim’s body.

Prismatic Armour (Su): A prismatic boneyard gains a +20 deflection modifier to its Armor Class.

Prismatic Defence (Su): A prismatic boneyard is protected from everything as if it had a prismatic wall surrounding it. This protection regenerates one layer at the start of the turn of the prismatic boneyard (always starts with the highest number layer so it regenerates first the violet layer) and attempts at destroying layers of this protection must breach the spell resistance of the prismatic boneyard.

Anything that would work to break the layers of a prismatic wall works against the correct layer of that defence.

Bull rushing a prismatic boneyard or anything that would make a creature enter a square occupied by a prismatic boneyard (except improved grab because else you would be double roasted) subjects this creature to all the layers of the prismatic boneyard protection unless a successful Reflex Save (DC 22) is made. The save DC is charisma based.

Prismatic Destruction (Su): If a boneyard wins a grapple check after using its improved grab ability, it attempts to pin the target on its next action. A boneyard that begins a turn with a victim still pinned and that makes one more successful grapple check automatically annihilates the target by turning the target into ash and teleporting the ash to another plane (Usually an evil-aligned plane). Only a miracle, true resurrection or wish spell can bring back a character annihilated in this matter.

Prismatic infusion (Su): Prismatic boneyards infuses their attacks with the same kind of power as a prismatic wall spell. Any creature hit by an attack of a boneyard suffers from all the effects of crossing a prismatic wall unless a successful Reflex save DC 22 negates. The save is charisma-based.

Summon Skeletons (Su): A boneyard can summon prismatically enhanced undead creatures from its own bones once per day: 3–6 troll skeletons or 2–4 young adult red dragon skeletons. The undead arrive in 1d10 rounds and serve for 1 hour or until they are reabsorbed back into the boneyard.

Prismatically Enhanced Template

Creatures with this template benefits from the protection of one or more random layer of a prismatic wall (roll to choose colours as if using prismatic rays so yes a creature can benefit from 2 layers)

What would destroy a layer of a prismatic wall can also destroy a layer of protection of a creature with this template.

They also add the effect of all the layers they currently have to their natural attacks using for save dc 18 + their charisma modifier.

Creatures with this template regains their lost prismatic layers when the sun illuminate them for the first time in the day (can only happen once per day).

How to create your own prismatic boneyard because you think overkill is worth doing only if you do it 7 times in a row.

You need 6 castings of prismatic wall, create greater undead and a casting of prismatic sphere and 16000 gold under the form of sparkling dust obtained from valuable things annihilated by prismatic walls that you use to sprinkle roughly 4000 pounds of bones.
All the spells must be cast together in a ritual lasting at most 20 rounds or the whole process fails.

Any casting of the prismatic spells can be substituted by 2 castings of prismatic spray.

A prismatic boneyard starts uncontrolled and very much filled with the desire to annihilate as many things and creatures as possible.

noob
2020-11-18, 05:54 PM
What kinds of saves need to be made: Will, Fortitude or Reflex?

Save DCs for Supernatural abilities are usually charisma based. 10 + 1/2 Creature's HD + ability modifier + racial modifier if any. For example you would normally write that the target has to make a Will save (DC 22). The save is charisma based.

Also, the formatting makes if more difficult to read. It has one too many feats so I made Improved Toughness its bonus feat. Unless you cite to a book, the page number isn't useful.

Since it is undead, flight should also be magical in nature.

Liber Mortis describes Inescapable Hunger (pgs 8-9) but as written it is just fluff and has no game mechanics so it belongs in description or as you have it, in combat.

Prismatic Destruction is too complicated. Does each of those things take a round or is the target simply turned to ash and teleported to another plane of existence (presumably an evil-aligned plane). For ease, see my changes below. Also, I would allow only miracle, true resurrection or wish to bring back such a deceased character.

Here is my updated version with formatting. What do you think? I'm guessing the CR is 17 since that's the minimum a PC needs to cast prismatic wall.

Prismatic Boneyard
Huge Undead
Hit Dice: 17d12+17 (127 hp)
Initiative: +6
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 30 (–2 size, +2 Dex, +20 Deflection), touch 10, flat-footed 28
Base Attack/Grapple: +8/+26
Attack: Bite +16 melee (2d8+15/19–20 plus prismatic infusion)
Full Attack: Bite +16 melee (2d8+15/19–20 plus prismatic infusion)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, prismatic destruction, prismatic infusion, summon skeletons,
Special Qualities: Darkvision 60 ft., fast healing 10, flight, prismatic armour, prismatic defence, spell resistance 24, undead traits
Saves: Fort +7, Ref +9, Will +15
Abilities: Str 31, Dex 14, Con —, Int 18, Wis 20, Cha 18
Skills: Balance +22, Climb +30, Hide +22, Jump +30, Listen +25, Move Silently +22, Search +24, Spot +25
Feats: Combat Reflexes, Dodge, Great Fortitude, Improved Critical (bite), Improved Initiative, Improved ToughnessB, Lightning Reflexes
Environment: Any
Organization: Solitary
Challenge Rating: 17
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 18–25 HD (Huge); 26–51 HD (Gargantuan)
Level Adjustment: —

The pile of irradiating bones before you stirs. The bones rise and reform, and as each bone finds its proper place, the shape of a huge serpentine creature emerges, one whose form is composed of interlocking bones, its head the skull of some unnamed and long-dead beast.

A prismatic boneyard is an undead creature made entirely from the transformed bones of other dead creatures. However, unlike a skeleton or similar monster, a prismatic boneyard’s form is fluid in the sense that it can appear merely as a pile of bones glowing with all the colours of the rainbow, or as an irradiating serpent composed of bones, or some other form of its choice. Prismatic boneyards have been called by many names, depending upon where they are encountered, including Aaaaaaaaa, Rainbow Death, and Run Away.

A prismatic boneyard weighs between 4,000 and 8,000 pounds, depending on the number of things it annihilated.

Prismatic boneyards speak Abyssal, Common, and Terran.

COMBAT

A prismatic boneyard seeks to bite and annihilate its foes. If it can start a grapple, it annihilates its victims with its Prismatic Destruction.

Flight (Su): A prismatic boneyard can fly in any form it takes at a speed of 60 ft with a maneuverability of Good.

Improved Grab (Ex): To use this ability, a boneyard must hit a Large or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can try to utterly subsume all the bones in the victim’s body.

Prismatic Armour (Su): A prismatic boneyard gains a +20 deflection modifier to its Armor Class.

Prismatic Defence (Su): A prismatic boneyard is protected from everything as if it had a prismatic wall surrounding it. This protection regenerates one layer at the start of the turn of the prismatic boneyard (always starts with the highest number layer so it regenerates first the violet layer) and attempts at destroying layers of this protection must breach the spell resistance of the prismatic boneyard.

Anything that would work to break the layers of a prismatic wall works against the correct layer of that defence.

Bull rushing a prismatic boneyard or anything that would make a creature enter a square occupied by a prismatic boneyard (except improved grab because else you would be double roasted) subjects this creature to all the layers of the prismatic boneyard protection unless a successful Reflex Save (DC 22) is made. The save DC is charisma based.

Prismatic Destruction (Su): If a boneyard wins a grapple check after using its improved grab ability, it attempts to pin the target on its next action. A boneyard that begins a turn with a victim still pinned and that makes one more successful grapple check automatically annihilates the target by turning the target into ash and teleporting the ash to another plane (Usually an evil-aligned plane). Only a miracle, true resurrection or wish spell can bring back a character annihilated in this matter.

Prismatic infusion (Su): Prismatic boneyards infuses their attacks with the same kind of power as a prismatic wall spell. Any creature hit by an attack of a boneyard suffers from all the effects of crossing a prismatic wall unless a successful Reflex save DC 22 negates. The save is charisma-based.

Summon Skeletons (Su): A boneyard can summon prismatically enhanced undead creatures from its own bones once per day: 3–6 troll skeletons or 2–4 young adult red dragon skeletons. The undead arrive in 1d10 rounds and serve for 1 hour or until they are reabsorbed back into the boneyard.

Prismatically Enhanced Template

Creatures with this template benefits from the protection of one or more random layer of a prismatic wall (roll to choose colours as if using prismatic rays so yes a creature can benefit from 2 layers)

What would destroy a layer of a prismatic wall can also destroy a layer of protection of a creature with this template.

They also add the effect of all the layers they currently have to their natural attacks using for save dc 18 + their charisma modifier.

Creatures with this template regains their lost prismatic layers when the sun illuminate them for the first time in the day (can only happen once per day).

How to create your own prismatic boneyard because you think overkill is worth doing only if you do it 7 times in a row.

You need 6 castings of prismatic wall, create greater undead and a casting of prismatic sphere and 16000 gold under the form of sparkling dust obtained from valuable things annihilated by prismatic walls that you use to sprinkle roughly 4000 pounds of bones.
All the spells must be cast together in a ritual lasting at most 20 rounds or the whole process fails.

Any casting of the prismatic spells can be substituted by 2 castings of prismatic spray.

A prismatic boneyard starts uncontrolled and very much filled with the desire to annihilate as many things and creatures as possible.
It is all explained and simple: it is based on the prismatic wall spell (https://www.d20srd.org/srd/spells/prismaticWall.htm) and acts exactly as crossing prismatic wall so the kinds of saves are the same as for prismatic wall(so fort, reflex and will depending on layer) even the save dc is as if you were being hit by a prismatic wall cast by the prismatic boneyard if they were a charisma based caster(18+ charisma modifier is the save dc when a sorcerer casts prismatic wall).
hence why I said

crossing a prismatic wall with saves dcs
notice it is a plural.

Your complaints on the saves and their effects not being clear seems based on not wanting to look up the spell.
Prismatic wall triggers multiple saves of multiple kinds that diminish the effects in multiple ways and it is entirely described in the prismatic wall spell.

The overkill ability is supposed to be more or less resisted depending on the number of immunities you have:
It is supposed to be "being hit by prismatic wall but more intense" and the list is essentially a list of the immunities you need in order to survive or even go unimpaired. (you need 7 immunities to go unimpaired)

If you bull rush a prismatic bonewall it is not one reflex save: you do all the saves corresponding to the layers active as per the prismatic wall layer effect table (https://www.d20srd.org/srd/spells/prismaticWall.htm).




Liber Mortis describes Inescapable Hunger (pgs 8-9) but as written it is just fluff and has no game mechanics so it belongs in description or as you have it, in combat.
It is written in combat in the libris mortis on the original creature (http://srd.dndtools.org/srd/monsters/monsters/lm/librismortisA-G.html#BONEYARD) sorry but it is how it is done in the book itself
In fact it is the case for all the added undead with cravings in the libris mortis: as a general rule cravings are in the combat part of the stat block


Also, the formatting makes if more difficult to read. It has one too many feats so I made Improved Toughness its bonus feat. Unless you cite to a book, the page number isn't useful.
The original creature did not indicate from where the extra feat came either.
I simply removed dodge because which gm would remember it?
And it does not uses any feat with dodge as a pre requirement.

For fighting it the highest level spell you need for destroying a layer of a prismatic wall is disintegrate but if the team does not have multiple wizards it is hardly manageable at the level at which disintegrate becomes possible to cast so I understand the cr being high.

the question of the flight being non magical or magical is a complicated one: I am not sure if the original monster is supposed to fly magically

Dragons fly non magically despite the fact dragon wings does not grants even a hundredth of the required lift so creatures in dnd flying non-magically for no good reason in dnd are a thing.
There is however a precedent in skeletons losing their flight speed suggesting bones does not flies but dnd also have a giant steel construct that flies nonmagically using nothing else than tiny tiny dragon like wings so if steel can fly non magically with tiny wings then bones can also fly magically.
There is arguments for both ways of doing it.