# Cackling Skeleton *Medium* *Undead* *neutral evil* - **Armor Class:** 9 - **Hit Points:** 26 (4d8+8) - **Speed:** walk 30 ft. - **Challenge Rating:** 1/2 (100 XP) - **Source:** Tome of Beasts 2, page 79 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 12 (+1) | 9 (-1) | 15 (+2) | 8 (-1) | 10 (+0) | 14 (+2) | - **Saving Throws**: Cha +4 - **Skills:** - **Damage Immunities:** poison - **Condition Immunities:** exhaustion, poisoned - **Senses:** darkvision 60 ft., passive Perception 10 - **Languages:** the languages it knew in life ### Special Abilities - **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. - **Turn Vulnerability:** The cackling skeleton has disadvantage on saving throws against any effect that turns undead. ### Actions - **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. - **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.