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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Monarch Skeleton/

Monarch Skeleton

Monarch Skeleton

Medium undead, neutral evil
  • Armor Class 16 (chain mail)
  • Hit Points 142 (15d8+75)
  • Speed 30 ft.
  • STR
    21 (+5)
  • DEX
    14 (+2)
  • CON
    20 (+5)
  • INT
    12 (+1)
  • WIS
    14 (+2)
  • CHA
    8 (-1)
  • Saving Throws Wis +6
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 12
  • Languages the languages it knew in life
  • Challenge 9 (5,000 XP)
  • Master Tactician. The monarch skeleton and any skeletons within 30 feet of it have advantage on attack rolls against a creature if at least one of the skeleton's allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Sovereign's Command. As a bonus action, the monarch commands a skeleton within 30 feet of it to make one attack as a reaction against a creature the monarch attacked this round.
  • Turning Defiance. The monarch skeleton and any skeletons within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions

  • Multiattack. The monarch skeleton makes two dreadblade attacks.
  • Dreadblade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or its hp maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hp maximum to 0.
  • Grasp of the Grave (Recharge 5-6). Each non-skeleton creature within 30 feet of the monarch must succeed on a DC 16 Dexterity saving throw or be restrained by ghostly, skeletal hands for 1 minute. A restrained target takes 10 (3d6) necrotic damage at the start of each of its turns. A creature, including the target, can take its action to break the ghostly restraints by succeeding on a DC 16 Strength check.

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