Armor Class 18 ({@item plate armor|PHB|plate})
Hit Points 136 (16d8 + 64)
Speed 30 ft.
Damage Resistances cold, necrotic
Damage Immunities poison, [object Object]
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 11
Languages all the languages it knew in life
Challenge 9
Fear Aura. Any creature hostile to the skeleton lord that starts its turn within 20 feet of the skeleton lord must make a DC 17 Wisdom saving throw, unless the skeleton lord is incapacitated. On a failed save, the creature has the frightened condition until the start of its next turn. If a creature's saving throw is successful, then the creature is immune to the skeleton lord's Fear Aura for the next 24 hours.
Magic Resistance. The skeleton lord has advantage on saving throws against spells and other magical effects.
Magic Weapons. The skeleton lord's weapon attacks are magical and gain a +1 bonus to attack and damage rolls (included in the attack).
Multiattack. The skeleton lord makes three Greatsword attacks.
Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
MaBJoV, p. 148