Martial Advantage. Once per turn, the skeleton can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the skeleton that isn't incapacitated.
Multiattack. The skeleton makes two weapon attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +5 to hit, range 150/ 600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Riposte. 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. If the attack misses and the attacker is within the skeleton's reach, it can make one melee weapon attack against the attacker with advantage as part of the same reaction.
Description
Skeleton knights are usually bound by loyalty or an oath that persists even after death, though it is often twisted by the dark magic of necromancy into its most violent form. These knights fight tirelessly and refuse to leave their charge, slaying anyone who threatens it.
Undead Nature. Undead warriors don't require air, food, drink, or sleep.
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