AC
16
Natural Armor
Initiative
+0 (10)
HP
24
(3d10 + 8)
Speed
40 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 11 | +0 | +0 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 8 | −1 | −1 |
| CHA | 5 | −3 | −3 |
Vulnerabilities
Bludgeoning
Immunities
Poison; Exhaustion, Poisoned
Senses
Darkvision 60 ft.; Passive Perception 9
Languages
Understands Abyssal but can’t speak
CR
2 (XP 450; PB +2)
Actions
Gore. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature and the skeleton moved 20+ feet straight toward it immediately before the hit, the target takes an extra 9 (2d8) Piercing damage and has the Prone condition.
Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 15 (2d10 + 3) Bludgeoning damage.
Wild Charge. Melee Attack Roll: +6, Reach 40 ft, reach 40 ft. Hit: Attack: 2d20 +3, If attack missses take 3 d4 damage.