Pack Tactics. The Skeletons gain advantage on all attacks and saving throws while within 10 ft of another Cursed Armored Skeleton.
Immortal. The Skeleton cannot die until Tanta Hagara (or other named boss) dies. Each time the skeleton's hit points are reduced to zero, the bones rejoin, mend, and build back their old form after each death.
Haste. The Cursed Armored Skeleton can cast haste upon itself as a bonus action requiring no components or spell slots.
Shadowy Movement. As long as the Skeleton remains out of sunlight, the movement speed is tripled.
Cunning Action. The Armored Skeleton can use disengage, dash, and hide action as a bonus action.
Multi-Attack. The Cursed Armored Skeleton can make two attacks with its Ceremonial Shortsword or two attacks with its Claws. Otherwise it can spend its action casting Ray of Frost.
Ceremonial Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 10) piercing damage.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 9) slashing damage. On a successful hit, the target must succeed on a CON saving throw (DC 19) or become poisoned for 3 minutes. After 3 minutes, if the poison is not cured, the target suffers 50% health loss (rounding up) of the current hit points. This occurs at the start of each of their turns until the poison is cured.
Ray of Frost Spell. Ranged Spell Attack.
Ray of Frost
haste on self only.
Dash, disengage, or hide.
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