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Skeleton Guards - AI-generated fantasy Monster

Skeleton Guards

These skeletons were once the sepulcher's internal guard detail, charged with protecting the dead from tomb robbers and keeping the barracks sealed during mourning rites. When the crypt was expanded, someone repaired a cracked north wall too neatly, and the watch never left. The dead soldiers continue to guard the room, but their real charge is the secret passage behind the stone.

MediumUndead(Undead)CR 2Lawful Evil

Skeleton Guards

undeadguardianskeletondungeonbarracksambushancient soldiers
HP45AC16SPD30 ft.CR2 (450 XP)PerceptionStealth
STR
16
DEX
14
save
CON
16
INT
3
WIS
12
save
CHA
6
Grave-Duty Discipline. The skeleton guard has advantage on saving throws against being turned and against effects that would push, knock prone, or forcibly move it.
Bone-Backed Position. While the guard is within 5 feet of a wall, pillar, rack, or similar solid obstacle, it gains a bonus to Armor Class.
Barracks Drill. The guard does not suffer disadvantage on attack rolls for making ranged attacks with its spear in cramped spaces.
Multiattack. The skeleton guard makes two Bone Spear attacks.
Bone Spear. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 7 () piercing damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 5 feet and knocked prone if it is already within 5 feet of a wall, pillar, or similar solid surface.
Throw Spear. Ranged Weapon Attack: to hit, range 30/120 ft., one target. Hit: 6 () piercing damage. The spear is hafted with wire and shard-bone, and returns to the skeletal hand at the start of the guard's next turn unless it is destroyed or embedded in holy ground.
Rattle of the Rack. The skeleton guard releases a clattering defensive volley from its shielded formation. Each creature of the guard's choice within 10 feet of it must make a Dexterity saving throw, taking 7 () slashing damage from sweeping bone-shards on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the start of the guard's next turn.
Shield Snap. When a creature within 5 feet of the guard misses it with a melee attack, the guard raises its shield and imposes disadvantage on the next attack roll made against it before the end of the current turn.
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