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Skeleton Lord

Medium undead, Lawful Evil

Armor Class 18 ({@item plate armor|PHB|plate})

Hit Points 136 (16d8 + 64)

Speed 30 ft.

STR 20 (+5)
DEX 14 (+2)
CON 18 (+4)
INT 18 (+4)
WIS 12 (+1)
CHA 12 (+1)

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).

Actions

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.

Source

MaBJoV, p. 148