Multiattack. The skeleton can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the skeleton's choice that is within 120 feet of the skeleton and aware of it must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the skeleton's Frightful Presence for the next 24 hours.
The skeleton can take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The skeleton regains spent legendary actions at the start of its turn.
Detect. The skeleton makes a Wisdom (Perception) check.
Tail Attack. The skeleton makes a tail attack
Wing Attack (Costs 2 Actions). The skeleton swings and strikes with its skeletal appendages that used to hold its wing membrane. Each creature within 15 feet of the skeleton must succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoningdamage.
Description
Undead Nature. A skeleton doesn't require air, food, drink, or sleep.
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