Reforming Skeleton (5e Creature)

Reforming Skeleton

Medium undead, lawful evil


Armor Class 16 (breastplate)
Hit Points 19 (3d8 + 6)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 15 (+2) 6 (-2) 8 (-1) 6 (-2)

Saving Throws Str +2, Con +4
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages the languages it knew in life
Challenge 3 (700 XP)


Regeneration. The skeleton regains 5 hit points at the start of its turn. If the skeleton takes radiant damage or a critical hit, this trait doesn't function at the start of the skeleton's next turn. The skeleton dies only if it starts its turn with 0 hit points and doesn't regenerate.

ACTIONS

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage


Reforming skeletons have a normal skeletal structure and sometimes have slightly colored bones (like a very light tint of blue). They hate to talk but they can talk, reforming skeletons are imbued with magic that reforms their skeletal structure every time it is broken apart (like legs being cut off).


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gollark: So it turns out that heavpoot was right and the interbridge bridge code is awful and full of apiaries and now I don't know how virtual channels should work.
gollark: This is much more elegant than the horrors of apiotelephone routing.
gollark: Exciting news: an early virtual channel implementation in ABR is working okayish.
gollark: I've now realized that I can ignore those in the simple case, and I can just make the case always be simple, so it's fine.
gollark: I've realized VARIOUS flaws with my idea and now all is bee. Not that I implemented it. But all will become bee.
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