Skeletons
Skeletons! Animated by necromancers, powerful creatures, or maybe just the violent circumstances of their death. These creatures tend to have medium armor by default.
You have heavy armor against piercing and slashing attacks. You have no armor against bludgeoning attacks.
Your attacks deal half damage to prone targets, and you have disadvantage to attack them.
- Bone Axe.1d12+5
Poorly animated skeleton of a troll made by a novice necromancer.
If a hero looks at you for too long (performs 2 actions against you that require sight in the same turn) they become Enraptured (They cannot attack another creature, have a speed of 0, and take 1d6 radiant damage after each action) by you until they are magically healed or reduced to 0 HP.
Heroes within Reach: 6 of you are Taunted
Despite having no lungs, these angelic skeletons sing irresistible songs. They are sent to punish the proud.
You gain a +10 bonus to any dice roll involving fishing. If a creature with a soul dies near you, once per round you can claim its soul to restore d666 HP.
Heroes that are not prone may choose to fall prone to make an attack miss.
- •Tail Stab.5d8+13.
On hit: Poisoned for 1 minute. Then:
- •Claw (×2).1d8+2
You are immune to fire damage, and contact with you inflicts Smoldering.
- •Fire Ball!2d10.
Range: 8. Attacks a 4 by 4 area. On hit: Smoldering
- •Ignite Their Souls!20d8.
Misses if the target is not Smoldering. On hit: ends Smoldering