Chilling Arrow. The skeleton sends a chilling arrow at a creature. If the arrow hits the creature they take 1d4 + 1 piercing damage and must roll a constitution savings throw and roll a thirteen or higher to stay conscious and not get hypothermia. If the player fails the savings throw they are unconscious but can not die from chilling arrow for three rounds. Three chilling arrows can be fired in a battle.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d10 + 2) slashing damage.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Choke Hold. The skeleton reaches out to a creature within 5 feet and attempts a choke hold. If the skeleton roles above ten then choke hold succeeds and the targeted creature must role a dex savings throw above eleven to avoid being choked. Choke hold does 1d6 + 2 damage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/16/2023 4:21:42 PM
|
3
|
0
|
--
|
Coming Soon
|
Comments