Medium Undead, Any Evil Alignment
Armor Class 21 Plate and Shield
Hit Points 90 (10d10 + 30)
Speed 30 ft.
STR
16 (+3)
DEX
15 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
14 (+2)
CHA
5 (-3)
Damage Vulnerabilities Bludgeoning, Radiant
Damage Immunities Necrotic, Poison
Senses Darkvision 60, Passive Perception 15
Languages Only Languages it knew in life
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Consume Life. As a bonus action, the skeleton can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Death saving throw against this magic or die. If the target dies, the skeleton regains 30 (6d8) hit points.

Shield of the Fallen Old Guard: While wearing the shield the Guardsmen gains a magical shield (temp hp essentially) equal to 3* max hp and gains resistance to all damage and immune to radiant and force damage while the shield is up. Once depleted the Guardsmen regains its damage vulnerabilities until the shield is recharged. The shield recharges after a long rest. (+1 shield)

Marshal Undead. Unless the skeleton is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.

Skeleton Death Chatter. As a free action or reaction the Guardsmen begin to chatter its teeth after it kills an enemy combatant. audible for 30 ft. and  last for 1 minute. any player within range must make a CHA saving throw DC 12 or become intimidated, if already intimidated the player is frightened.

Nagazarian Gaze. As an action the Guardsmen gives either 20 pieces of ammunition or 1 melee weapon an additional 1d8 necrotic damage and be slowed by 10ft until the end Guardsmen next turn on hit. The Gaze last for 1 minute

Actions

MultiAttack. The Guardsmen can attack up to 2 times with any weapon it chooses

Trident. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:  10(1d6 + 6) piercing damage. 

Longsword. Melee Weapon Attack:  +6 to hit, reach 5 ft, one target. Hit: 12(1d10+6) Slashing Damage (forces welder to use the versatility trait of the longsword)

Light Crossbow. Range Weapon Attack: +5 to hit, reach 80/320 ft., one target. Hit: 10 (1d8 + 5) piercing damage.

Bonus Actions

Consume Life. As a bonus action, the Guardsmen can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Death saving throw against this magic or die. If the target dies, the skeleton regains 30 (6d8) hit points. if at full hp it add the hp regained to the shield hp.

Reactions

Parry. The skeleton adds 2 AC to an ally in melee reach against one melee attack that would hit it. To do so, the skeleton must see the attacker and be wielding a melee weapon.

Skeleton Death Chatter. As a free action or reaction the Guardsmen begin to chatter its teeth after it kill an enemy combatant. audible for 30 ft. and  last for 1 minute.any player within range must make a CHA saving throw DC 12 or become intimidated, if already intimidated the player is frightened.

Opportunity Attack. You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach

Description

The Skeleton Guardsmen posses a magical shield.

Previous Versions

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Monster Tags: NPC

Tiki707

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