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.
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.
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.
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.
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 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.
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