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) piercing 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.
Oar Attack. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (2d6 + 4) bludgeoning damage.
Description
These Minotaur Skeletons are loyal to the captain of the Burning Skull. They obey simple commands and are the rowing crew on The Burning Skull. These Minotaur Skeletons can row for 16 hours per day. After such work, they fall unconscious for 8 hours.
In combat, they will default to protecting the captain to the best of their abilities unless the captain commands them to do otherwise.
Their connection to the captain ceases when they are not within 1,000 feet of The Burning Skull. Up to two Minotaur Skeletons may accompany the captain off of the ship, but lose their connection if they are ever more than 100 feet from the captain or the captain loses attunement with the Bracers of the Burning Skull. They will follow their captain as closely as possible while off the Burning Skull.
Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it.
Obedient Servants. These Minotaur Skeletons are bound to the will of the captain of the Burning Skull, they understand only words spoken by their captain. They follow orders to the letter, never questioning the tasks their captain gives them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can’t read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks.
A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished.
Although they lack the intellect they possessed in life, skeletons aren’t mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn’t work, it searches for another way through or around the obstacle.
Habitual Behaviors. Independent skeletons temporarily or permanently free of a master’s control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves.
While not under the captain's command, when these skeletons encounter living creatures, the necromantic energy that drives them compels them to kill. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation.
Undead Nature. A skeleton doesn’t require air, food, drink, or sleep.
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