Greater Skeleton (5e Creature)

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Greater Skeleton[edit]

Medium undead, lawful evil


Armor Class 14 (armor scraps)
Hit Points 45 (6d8 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 17 (+3) 8 (-1) 10 (+0) 7 (-2)

Skills Acrobatics +5, Perception +2, Stealth +5
Proficiency Bonus +2
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life plus Common and any one other
Challenge 1 (200 XP)


Brute. A melee weapon deals one extra die of its damage when the skeleton hits with it (included in the attack).

ACTIONS

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the skeleton can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the skeleton. A creature can benefit from only one Leadership die at a time. The effect ends if the skeleton is incapacitated.

REACTIONS

Parry. The skeleton adds 2 to its AC against one melee attack that would hit it. To do so, the skeleton must see the attacker and be wielding a melee weapon.

A skeleton with the Great Undead template applied to it. Among any necromancer's creations, some inevitably rise above the rest, even among the lowly skeletons. It is said that greater skeletons only rise from those who were formidable soldiers in life and that some fading memory of their former strength guides them as undead. If this is true or not, perhaps only the spellcasters who raised them can know for certain.

3.00
(one vote)

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