Flaming Skeleton

Tal'Dorei Campaign Setting: Reborn p. 256 (Third Party)

Size
Medium
Type
undead
AC
12
Hit Points
19 (3d8+6)
Speed
walk 30 ft.
Immunities
fire, poison
Vulnerabilities
bludgeoning
Condition Immunities
exhaustion, poisoned
Senses
darkvision 60 ft.
Passive Perception
9
Languages
understands all languages it knew in life but can't speak
Challenge
1/2
Lineage
Skeleton
STR
10
+0
DEX
14
+2
CON
15
+2
INT
6
−2
WIS
8
−1
CHA
5
−3

Traits

Proficiency Bonus

+2

Heated Weapons

When the skeleton hits with a metal melee weapon, the weapon deals an extra 3 (1d6) fire damage (included in the attack).

Illumination

The skeleton sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Shortsword

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage and 3 (1d6) fire damage.

Ignite

The skeleton flings itself at a Large or smaller creature within 5 feet of it. The target must succeed on a DC 12 Dexterity saving throw or be grappled (escape DC 12). On a failed save, the target also takes 3 (1d6) fire damage at the start of each of its turns, even after the grapple ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.

Other data

description