Charge. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) necrotic damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone
Curse. Whenever the skeleton attacks, roll a d10 and apply the following effect.
1 - The skeleton regains hit points equal to half the damage dealt.
2 - The skeleton's size category increases by 1 until the next time it attacks, maximum of 1 hour.
3 - The skeleton teleports 30 feet away.
4 - The skeleton gains resistance to slashing damage until the next time it attacks, maximum of 1 hour.
5 - The skeleton charges up to half of its walking speed in a single direction.
6 - One creature within 60 ft of the skeleton that is aware of it must succeed on a DC 14 Charisma saving throw or be frightened of the skeleton for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
7 - The skeleton gains a +1 bonus to the attack and damage roll of its current attack.
8 - The skeleton becomes invisible until the next time it attacks or takes damage.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) necrotic damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage.
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