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<title>Cackling Skeleton</title>
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<body>
<h1>Cackling Skeleton</h1>
<p><em>Medium</em> <em>Undead</em> <em>neutral evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 9</li>
<li><strong>Hit Points:</strong> 26 (4d8+8)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 1/2 (100 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 79</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>12 (+1)</td>
<td>9 (-1)</td>
<td>15 (+2)</td>
<td>8 (-1)</td>
<td>10 (+0)</td>
<td>14 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Cha +4</li>
<li><strong>Skills:</strong> </li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Condition Immunities:</strong> exhaustion, poisoned</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 10</li>
<li><strong>Languages:</strong> the languages it knew in life</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Cackle:</strong> 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.</li>
<li><strong>Turn Vulnerability:</strong> The cackling skeleton has disadvantage on saving throws against any effect that turns undead.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Slam:</strong> 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.</li>
<li><strong>Mock (Recharge 5-6):</strong> 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.</li>
</ul>
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