AC
12
Initiative
+2 (12)
HP
18
(4d6 + 4)
Speed
5 ft., Swim 40 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 15 | +2 | +2 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 1 | −5 | −5 |
| WIS | 10 | +0 | +0 |
| CHA | 4 | −3 | −3 |
Vulnerabilities
Bludgeoning
Immunities
Poison; Exhaustion, Poisoned
Senses
Darkvision 60 ft.; Passive Perception 12
Languages
None
CR
1/2 (XP 100; PB +2)
Traits
Pack Tactics. The skeleton has Advantage on an attack roll against a creature if at least one of the skeleton’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Actions
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage. If the skeleton moved 20+ feet straight toward it immediately before the hit, the target takes an extra 4 (1d8) Piercing damage.
Description
Necromancers need minions suitable for all types of terrain, so humanoid skeletons are not all they summon. Barracuda skeletons are popular for building aquatic armies or guarding underwater dungeons.
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