Skeleton Lord

Minsc and Boo's Journal of Villainy p. 148

Size
Medium
Type
undead
Alignment
lawful evil
AC
18 (plate armor)
Hit Points
136 (16d8+64)
Speed
walk 30 ft.
Resistances
cold, necrotic
Immunities
poison; bludgeoning, piercing and slashing from nonmagical attacks
Vulnerabilities
bludgeoning from magical attacks
Condition Immunities
charmed, exhaustion, frightened, poisoned
Senses
darkvision 120 ft.
Passive Perception
10
Languages
all the languages it knew in life
Challenge
9
STR
20
+5
DEX
14
+2
CON
18
+4
INT
18
+4
WIS
12
+1
CHA
12
+1

Traits

Fear Aura

Any creature hostile to the skeleton lord that starts its turn within 20 feet of the skeleton lord must make a DC 17 Wisdom saving throw, unless the skeleton lord is Incapacitated. On a failed save, the creature is Frightened until the start of its next turn. If a creature's saving throw is successful, then the creature is immune to the skeleton lord's Fear Aura for the next 24 hours.

Magic Resistance

The skeleton lord has advantage on saving throws against spells and other magical effects.

Magic Weapons

The skeleton lord's weapon attacks are magical and gain a +3 advantage to attack and damage rolls (included in the attack).

Actions

Multiattack

The skeleton lord makes three greatsword attacks.

Greatsword

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Other data

description