AC
14
Initiative
+3 (13)
HP
13
(2d8 + 4)
Speed
30 ft.
Mod | Save | ||
---|---|---|---|
STR | 10 | +0 | +0 |
DEX | 16 | +3 | +3 |
CON | 15 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
INT | 6 | -2 | -2 |
WIS | 8 | -1 | -1 |
CHA | 5 | -3 | -3 |
Vulnerabilities
Bludgeoning
Immunities
Poison; Exhaustion, Poisoned
Gear
Shortbow, Shortsword
Senses
Darkvision 60 ft., Passive Perception 9
Languages
Understands Common plus one other language but can’t speak
CR
1/4 (XP 50; PB +2)
Actions
Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.
Shortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Piercing damage.
I agree
i also feel like it should be vulnerable to thunder damage.
Yes, because thunder damage is concussive sound. I'm adding that to mine.
Edit: If you want to give them a magic item, Boots of Striding and Springing work great, especially if you build the arena for it - they can jump between hard-to-reach places while pelting the players with arrows, but go down to a few good ranged attacks. Giving them Gloves of Missile Snaring and swapping their shortbow for a hand crossbow as well makes them a CR 1/2 in my opinion, as ranged attacks become rather ineffective and the skeleton might be able to use Vex as well.