Pack Tactics. The Arcane Skeleton has Advantage on its next attack roll if an allied creature is within 5ft of its target.
Magical being. If this creature is targeted by the dispel magic spell it will be reduced to 0 hitpoints.
Spiritual Javelin Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) force damage.
Spiritual Javelin throw. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) Force damage.
Recreate Javelin. After using its spiritual javelin throw the ethreal revenant may use its bonus action to recreate another ,when it does so using this feature its next Javelin throw attack deals an additonal roll of its hit die (1d8) on the attacks damage roll at the cost of expending that hit die when it created the javelin.
if the Arcane skeleton has no hit die it can no longer use this feature.
Description
A frantic and wild creature formed from a creation of souls of the alterlife and alongside the arcane.they tend to be mindless and chaotic minions of a greater being as they themself have not much will or mind rather than to dystroy the living.
the arcane energy that fuels it greatly enpowers it and flows from the joints within its bodies brightly as well as its eyes and mouth making it clear its animated by some sort of energy as they are manifested usually from a powerful wizardrous or one that holds great magical energy at least. their bodies to be compacted with pure magic in a way that makes it astoundandly resilient to extreme temperatures and physical Trauma from non magical attacks.
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