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.
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