Heated Weapons. When the skeleton hits with a metal melee weapon, the weapon deals an extra 3 (1d6) fire damage (included in the attack).
Illumination. The skeleton sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.
Ignite. The skeleton flings itself at a Large or smaller creature within 5 feet of it. The target must succeed on a DC 12 Dexterity saving throw or be grappled (escape DC 12). On a failed save, the target also takes 3 (1d6) fire damage at the start of each of its turns, even after the grapple ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.
Fireball (Recharge 5-6). A bright streak flashes from the skeleton's pointing finger to a point it can see within 50 feet and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
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