Armor Class 17
Hit Points 135 (40d4 + 35)
Speed
STR
12 (+1)
DEX
20 (+5)
CON
14 (+2)
INT
16 (+3)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws DEX +8
Senses Passive Perception 19
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

On a roll. If three attacks this turn hit at least one creature, the skeleton gets another attack.

Quiver. The skeleton can choose an arrow type to shoot with each attack.

  • Steel tip. An extra 6(2d4 + 1) piercing damage.
  • Fire tip. An extra 3(1d4 + 1) fire damage. It also lights things on fire if they fail a DC14 constitution saving throw. The fire deals 5(1d10) each turn for either 2 turns or until the target chooses to douse the fire with a bonus action.
  • Poison tip. An extra 3(1d4 + 1) poison damage. It also gives creatures the poisoned condition for until the end of their next turn if they fail a DC14 constitution saving throw.

 

 

Actions

The skeleton gets three attacks per action.

Single Shot. The skeleton shoots a single arrow. 240ft range,  +7, to hit, 15(2d8 + 6) piercing damage, 1 target max. It can pierce one target and deal half damage to a creature behind if it also hits. The extra damage from an arrow type is double on this attack.

Trio. The skeleton shoots three arrows, able. 60ft range,  +7, to hit, 15(2d8 + 6) piercing damage, three targets max. It can shoot either one, two, or three people with the arrows.

 

Bonus Actions

Haste. The Skeleton gets three extra attacks. 1 use per long rest.

Focus. Must use this to be able to perform the "Eye of Precision" reaction. It only lasts until the start of its next turn. 3 uses per long rest.

 

Reactions

Eye of Precision. If this skeleton has performed the focus action on its previous turn, it may perform this reaction. If a creature further than 15ft away from the skeleton moves atleast 5ft, it can take 1 ranged attack. The attack has 3 less to hit compared to the normal attack.

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

Mythic Action Name. 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

Enter a general description for your monster here.

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.

SuperMoose6

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