Medium Undead, Neutral Evil
Armor Class 13 Natural
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
6 (-2)
WIS
8 (-1)
CHA
6 (-2)
Saving Throws STR +5
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Passive Perception 9
Languages Understands all languages it knew when it was alive.
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Armed Advantage. The skeleton has advantage on Strength (Athletics) checks made to grapple.

 

Actions

Multiattack. The skeleton makes four melee attacks.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 3 (1d4 + 3) [Slashing] damage. 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Armed skeletons will try to grab and restrain enemies with their powerful grip and allow their allies to rip and tear them to pieces.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: undead

Habitat: Underdark

TowerofDeath

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