Charge. The skeleton may run at double speed this round.
Slash. The skeleton swings it's stone sword at the enemy. 5(1d6+2) slashing damage. Also, the player takes char effect, and will take take 1d4 damage each turn until they roll higher than a 13 on a save for constitution (they may roll each turn before the damage is taken)
Call. The skeleton produces an awful noise that calls other charred skeletons to the call.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Charred skeletons reside in the underworld. They guard fortresses. They all hold a stone sword. They look just like regular skeletons except they are char black and slightly taller. They are territorial.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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