Skeletons
Skeleton
Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.
Armor Class | 13 (armor scraps) | ||
---|---|---|---|
Hit Points | 2d8+4 | ||
Speed | 30 ft. | ||
Strength | 10 (+0) | ||
Dexterity | 14 (+2) | ||
Constitution | 15 (+2) | ||
Intelligence | 6 (-2) | ||
Wisdom | 8 (-1) | ||
Charisma | 5 (-3) | ||
Damage Vulnerabilities | Bludgeoning | ||
Damage Immunities | Poison | ||
Condition Immunities | Exhaustion | Poisoned | |
Senses | Darkvision 60ft. | Passive Perception 9 | |
Languages | Understands all languages it knew in life but can't speak | ||
Challenge | 1/4 (50 XP) | ||
Action 1 | Shortsword | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d6+2 piercing damage | ||
Action 2 | Shortbow | Ranged Weapon Attack | d20+4 to hit |
Range 80/320 ft., one target | Hit 1d6+2 piercing damage |
Minotaur Skeleton
Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.
Armor Class | 12 (natural armor) | ||
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Hit Points | 9d10+18 | ||
Speed | 40ft. | ||
Strength | 18 (+4) | ||
Dexterity | 11 (+0) | ||
Constitution | 15 (+2) | ||
Intelligence | 6 (- 2) | ||
Wisdom | 8 (-1) | ||
Charisma | 5 (-3) | ||
Damage Vulnerabilities | Bludgeoning | ||
Damage Immunities | Poison | ||
Condition Immunities | Exhaustion | Poisoned | |
Senses | Darkvision 60ft. | Passive Perception 9 | |
Languages | Understands Abyssal but can't speak | ||
Challenge | 2 (450 XP) | ||
Special | Charge | If the skeleton moves at least 10 feet straight toward a target | and then hits it with a gore attack on the same turn, |
the target takes an extra 2d8 piercing damage. | If the target is a creature, it must succeed on | a DC 14 Strength saving throw o | r be pushed up to 10 feet away and knocked prone |
Action 1 | Greataxe | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 2d12+4 slashing damage | ||
Action 2 | Gore | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 2d8+4 piercing damage |
Warhorse Skeleton
Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.
Armor Class | 13 (barding scraps) | ||
---|---|---|---|
Hit Points | 3d10+6 | ||
Speed | 60ft. | ||
Strength | 18 (+4) | ||
Dexterity | 12 (+1) | ||
Constitution | 15 (+2) | ||
Intelligence | 2 (- 4) | ||
Wisdom | 8 (- 1) | ||
Charisma | 5 (- 3) | ||
Damage Vulnerabilities | Bludgeoning | ||
Damage Immunities | Poison | ||
Condition Immunities | Exhaustion | Poisoned | |
Senses | Darkvision 60ft. | Passive Perception 9 | |
Languages | --- | ||
Challenge | 1/2 (100 XP) | ||
Action | Hooves | Melee Weapon Attack | d20+6 to hit |
Reach 5 ft., one target | Hit 2d6+4 bludgeoning damage |
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