Horrid Clacking. If the Clacking Skeleton moves at least 10ft, each beast or humanoid within 30ft of it that can hear it must succeed on a DC 13 Wisdom saving throw or become Frightened until the end of the its next turn.
Multiattack: The Clacking Skeleton makes two attacks, one with its Glaive and one with its Gore. Alternatively, it can make two Shortbow attacks.
Glaive: Melee weapon attack, +4 to hit, reach 10ft, one target. Hit 7(1d10+2) slashing damage.
Gore: Melee weapon attack, +4 to hit, reach 5ft, one target. Hit 4(1d4+2) piercing damage.
Shortbow: Ranged weapon attack, +4 to hit, range 80/320ft, one target. Hit 5(1d6+2) piercing damage.
Description
"Heard before it is seen, the skeleton approaches, its mismatch of bones from various humanoids clacking and clanking together with each horrid step. Leftover armor hangs from it in pieces and small horns jut half-fused from its skull."
Augmented with necromantic power, the Clacking Skeleton emits the sound of grinding bone, terrifying those who hear it.
Tomb Servitoirs. They are often created as guardians for tombs or the lairs of necromancers from the leftover bones of apprentices, slaves, and scribes. Some believe their clacking is a form of complaint that the creatures must continue to serve their masters even after death.
Undead Nature. A Clacking Skeleton doesn't require air, food, drink, or sleep.
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