Anti-Life Weapons. The skeleton's weapon attacks are magical. When the skeleton hits a living creature with any weapon, the weapon deals an extra 2d8 necrotic damage (included in the attack) and the target must make a DC 15 Wisdom saving throw or become frightened until the end of skeleton's next turn.
Evasion. If the skeleton is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Innate Spellcasting. The skeleton's spellcasting ability is Charisma (spell save DC 15). The skeleton can innately cast the following spells, requiring no components:
At will: detect magic
1/day each: contagion, create undead
Magic Resistance. The skeleton has advantage on saving throws against spells and other magical effects.
Turn Immunity. The skeleton is immune to effects that turn undead.
Multiattack. The skeleton makes two melee attacks.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 9 (2d8) necrotic damage.
Unholy Word (3/Day). Each living creature within 20 feet of the skeleton must make a DC 15 Constitution saving throw against this magic, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one. The skeleton regains hit points equal to half the amount of necrotic damage dealt.
Description
Slain angels revived by dark forces are often servants and heralds to the gods of the lower plains. Their bones are unusual bright colors and carved with ruins used to bind the former celestial into service. Spectral wings and glowing eyes also point to its angelic heritage.
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