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