Skilled Marksman. The skeleton has advantage on attack rolls with a longbow.
Undead Fortitude. If damage reduces the skeleton to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the skeleton drops to 1 hit point instead.
Shortbow. Ranged weapon attack. +5 to hit, range 80/320 ft., one target. Deals 6 (1d6 + 4) piercing damage.
Decaying Shot. Ranged weapon attack. +5 to hit, range 80/320 ft., one target. Deals 6 (1d6 + 4) piercing damage. The target must succeed on a DC 12 Constitution saving throw or suffer from a decaying condition for 1 minute. While under this condition, the target can’t regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Skeleton Barrage. The Bow and Arrow Skeleton unleashes a barrage of arrows. Each creature in a 20-foot radius sphere centered on a point within 120 ft. of the Bow and Arrow Skeleton must make a DC 12 Dexterity saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. After using this ability, the Bow and Arrow Skeleton can’t use it again until it completes a short or long rest.
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