| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 14 | +2 | +2 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 17 | +3 | +3 |
| WIS | 8 | −1 | −1 |
| CHA | 14 | +2 | +2 |
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 2d6 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 (2d6) Force damage. Success: Half damage.
Crystal Force. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 120 ft. Hit: 25 (2d6 + 3) Force damage and if the Skeleton is under the effects of Crystal Charge plus 7 (2d6 Force).
Crystal Blast (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a 15-foot Sphere originating from the skeleton mage. Failure: 13 (3d6) Force damage, if the Skeleton is under the effects of Crystal Charge plus 7 (2d6 Force) and the target is pushed 10 feet away from the skeleton mage. Success: Half damage only.
Teleport. The skeleton mage teleports to an unoccupied space it can see within 15 feet.
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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