Skeleton Lord

(Minsc and Boo's Journal of Villainy)

Medium undead, Lawful Evil

Armor Class18 (plate armor)
Hit Points136 (16d8 + 64)
Speed30 ft.
STRDEXCONINTWISCHA
20 (+5) 14 (+2) 18 (+4) 18 (+4) 12 (+1) 12 (+1)
Saving Throws—
Skills—
Damage Vulnerabilitiesbludgeoning from magical attacks
Damage Resistancescold; necrotic
Damage Immunitiespoison; bludgeoning, piercing, slashing from nonmagical attacks
Condition Immunitiescharmed; exhaustion; frightened; poisoned
Sensesdarkvision 120 ft., passive Perception 11
Languagesall the languages it knew in life
Challenge9

Traits

Fear Aura.

Any creature hostile to the skeleton lord that starts its turn within 20 feet of the skeleton lord must make a DC 17 Wisdom saving throw, unless the skeleton lord is incapacitated. On a failed save, the creature has the frightened condition until the start of its next turn. If a creature's saving throw is successful, then the creature is immune to the skeleton lord's Fear Aura for the next 24 hours.

Magic Resistance.

The skeleton lord has advantage on saving throws against spells and other magical effects.

Magic Weapons.

The skeleton lord's weapon attacks are magical and gain a +1 bonus to attack and damage rolls (included in the attack).

Actions

Multiattack.

The skeleton lord makes three Greatsword attacks.

Greatsword.

Melee Attack Roll: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.