33 lines
1.6 KiB
Markdown
33 lines
1.6 KiB
Markdown
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# Cackling Skeleton
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*Medium* *Undead* *neutral evil*
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- **Armor Class:** 9
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- **Hit Points:** 26 (4d8+8)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 1/2 (100 XP)
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- **Source:** Tome of Beasts 2, page 79
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 12 (+1) | 9 (-1) | 15 (+2) | 8 (-1) | 10 (+0) | 14 (+2) |
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- **Saving Throws**: Cha +4
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- **Skills:**
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- **Damage Immunities:** poison
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- **Condition Immunities:** exhaustion, poisoned
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- **Senses:** darkvision 60 ft., passive Perception 10
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- **Languages:** the languages it knew in life
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### Special Abilities
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- **Cackle:** The skeleton emits a constant, demoralizing cackle. When a creature that isn't an undead or a construct starts its turn within 30 feet of the cackling skeleton and can hear the skeleton, it must make a DC 10 Wisdom saving throw or feel demoralized by the skeleton's cackling. A demoralized creature has disadvantage on attack rolls until the start of its next turn.
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- **Turn Vulnerability:** The cackling skeleton has disadvantage on saving throws against any effect that turns undead.
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### Actions
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- **Slam:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. The cackling skeleton has advantage on this attack roll if the target is demoralized.
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- **Mock (Recharge 5-6):** The cackling skeleton mocks the futile efforts of up to three creatures it can see within 30 feet of it that aren't undead or constructs. Each target must make a DC 12 Charisma saving throw, taking 5 (2d4) psychic damage on a failed save, or half as much damage on a successful one. A demoralized target has disadvantage on this saving throw.
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