| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 10 | +0 | +0 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 3 | −4 | −4 |
| WIS | 8 | −1 | −1 |
| CHA | 6 | −2 | −2 |
Multiattack. The skeloten uses Eye Rays twice.
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Piercing damage.
Eye Rays. The skeleton randomly shoots one of the following magical rays at a target it can see within 120 feet of itself (roll 1d4; reroll if the skeloton has already used that ray during this turn):
1: Paralyzing Ray. Constitution Saving Throw: DC 12. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
2: Fear Ray. Wisdom Saving Throw: DC 12. Failure: 9 (2d8) Psychic damage, and the target has the Frightened condition until the end of its next turn.
3: Enervation Ray. Constitution Saving Throw: DC 12. Failure: 7 (2d6) Necrotic damage, and the target has the Poisoned condition until the end of its next turn. While Poisoned, the target can't regain Hit Points. Success: Half damage only.
4: Disintegration Ray. Dexterity Saving Throw: DC 12. Failure: 11 (2d10) Force damage. If the target is a nonmagical object or a creation of magical force, a 10-foot Cube of it disintegrates into dust. Success: Half damage. Failure or Success: If the target is a creature and this damage reduces it to 0 Hit Points, it disintegrates into dust.
Comments