Medium Undead, Any Evil Alignment
AC 14 (Natural Armor)    Initiative +4 (14)
HP 30 (4d8 + 12)
Speed 30 ft.
Mod Save
STR 12 +1 +1
DEX 18 +4 +4
CON 16 +3 +5
Mod Save
INT 13 +1 +1
WIS 12 +1 +3
CHA 10 +0 +0
Skills Perception +3, Stealth +6
Vulnerabilities Bludgeoning
Resistances Cold, Necrotic
Immunities Poison; Exhaustion, Frightened, Poisoned
Gear Shortsword
Senses Darkvision 60 feet; Passive Perception 13
Languages Understands Common plus one other language but can not speak
CR 2 (XP 450; PB +2)
Traits

Innate Spellcasting. The Baneguard Skeleton’s innate spellcasting ability is Intelligence (spell save DC 11, +3 to hit with spell attacks). The Baneguard can innately cast the following spells, requiring no Material components:

At Will: Dancing Lights, Mage Hand, Magic Missile

3/Day Each: Misty Step

1/Day Each: Blink, Dispel Magic

Actions

Shortsword. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6+4) Piercing Damage.

Reactions

Parry. When the Baneguard Skeleton is hit by a weapon attack, it can use its Reaction to add 2 to its Armor Class against the triggering weapon attack. To do so, the Baneguard must see the attacker and be wielding a melee weapon.

Description

Baneguard Skeletons are the animated skeletal remains of clerics and priests of Bane.

Monster Tags: undead

DaemonSultan

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