| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 8 | −1 | −1 |
| CHA | 5 | −3 | −3 |
Crystal Charge. The first time the skeleton takes a damage type that is not, bludgeoning, piercing or slashing, it's crystals absorb the left over energy and becomes charged. Whilst charged the skeletons attacks deal an extra 1d6 Force damage and the skeleton will explode when it dies. Dexterity Saving Throw: DC 12, each creature in a 10-foot Emanation originating from the skeleton. Failure: 14 (1d6) Force damage. Success: Half damage.
Claws. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage.
Crystalised Longbow. Ranged Attack Roll: +4, range 150/600 ft. Hit: 5 (1d8 + 3) Piercing damage and if the Skeleton is under the effects of Crystal Charge plus 4 (1d6) Force damage.
Steady Aim. The skeleton archer grants itself Advantage on its next ranged attack roll this turn. It can use this Bonus Action only if it hasn't moved during this turn, and after it uses this Bonus Action, its Speed becomes 0 and can't increase until the end of this turn.
Description
Whether they be unlucky adventures, or the once prevalent Human's that roamed An'Lema, they are now nothing more than twice cursed beings. Suffering from the necrotic energies bound to the crystals that keep their tormented souls bound to their bones. No one knows how the crystals came to be, was it a magical catastrophe of natural incline when the realm merged with a part of the Outer Planes? Or perhaps human greed causing their empires downfall? Only speculations can be made. For the dead do not talk, they only wish to spread their curse to lighten their own torment.
Combat Tactics
These skeleton warriors are mindless foot soldiers in battle. They march into combat with no care. They feel no pain. They are only driven by instinct to fight to the death.
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