| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +7 |
| DEX | 14 | +2 | +5 |
| CON | 17 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 11 | +0 | +3 |
| CHA | 16 | +3 | +6 |
Undead Nature. A creature doesn't require air, food, drink, or sleep.
Turn Resistance. The creature has advantage on saving throws against any effect that turns undead.
Marshal Undead. Unless the creature is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.
Magic Resistance. The creature has advantageon saving throws against spells and other magical effects.
Extra attack. The Bone Lord does 2 attack action of it's choice.
Longsword. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d8 + 4) Slashing damage and 6 (1d10) Necrotic damage.
Heavy Crossbow. Ranged Attack Roll: +5, range 100/400 ft. Hit: 8 (1d10 + 2) Piercing damage.
Undead Aura (Recharges after a Long Rest). This aura lasts for 1 minute. Every undead within 30 ft. of the Bone Lord regains 1d4 Hit Point every round. Every non-undead creature has to succeed a DC 14 Constitution saving throw or take 1d4 Necrotic damage every round.
Parry. The creature adds 3 to its AC against one melee attack that would hit it. To do so, the creature must see the attacker and be wielding a melee weapon.
Leadership. (Recharges after a Short or Long Rest). For 1 minute, the creature can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the creature. A creature can benefit from only one Leadership die at a time. The effect ends if the creature is incapacitated.
Description
These are the Paladins of Skeletons. Armored warriors who can deal a fair amount of damage, and support other skeletons in the battle. Not to mention that they have one of the rarest ability: They can heal undead.
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