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5ead/monsters/md/tome_of_beasts_2/cackling-skeleton.md
2025-06-07 07:58:30 -05:00

1.6 KiB

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.