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Cackling Skeleton 2014

CR 1/2 undead

Medium undead, neutral evil


Armor Class
9
Hit Points
26 (4d8+8)
Speed
30 ft.

STR12 (+1)
DEX9 (-1)
CON15 (+2)
INT8 (-1)
WIS10 (+0)
CHA14 (+2)

Saving Throws
Charisma +4
Skills
Damage Immunities
poison
Condition Immunities
exhaustion, poisoned
Senses
darkvision 60 ft., passive Perception 10
Languages
the languages it knew in life
Challenge
1/2 (100 XP) · Proficiency Bonus +2

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.

Source: Tome of Beasts 2 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details