Dancer. Any creature within 5' may choose to dance with the skeleton. Make a perform check (DC 12). On a success, the skeleton is charmed for one round and the creature may make an unarmed attack as a bonus action. On a failure, the skeleton may make an unarmed attack as a reaction.
Grappler. The skeleton has advantage when attacking a creature it has grappled.
Dance. The skeleton dances. While dancing, it has advantage on saves, and attacks against the skeleton have disadvantage.
Dance with Me (Recharge 5-6). One creature within 5' of the skeleton must save (Dexterity DC 12) or be grappled (escape DC 10), and the skeleton uses dance.
Unarmed Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) crushing damage.
Deceptive Footwork. If the skeleton is missed by an attack, it may redirect the attack against an adjacent creature. The redirected attack uses the skeleton's unarmed attack bonus.
Trade Places. If the skeleton is dancing, has a grappled partner. is not charmed, and is targeted by an attack that does not target its partner, it may force its partner to make a Strength save (DC 10). On a failure, they trade places, and its partner becomes the new target.
You should be Dancing. If the skeleton is dancing, it may make an unarmed attack against an adjacent creature that takes an action other than dancing or ends its turn without dancing.
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