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
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.