Skeleton Legionary of the Night's Army

Old campaigners swear these are the bones of a legion betrayed in a midnight pact. Villagers claim the legionary appears at night to call the names of the dead and count them aloud, a sound like dry pebbles clicking.

Mediumundead(skeleton)CR Moderate (CR 5)Lawful evil

Skeleton Legionary of the Night's Army

undeadsoldierformationdisciplinednight
HP85AC17SPD30 ft., 5 ft. climb (fragile bone grips)CR5 (1,800 XP)AthleticsIntimidation
STR
16
DEX
14
CON
18
save
INT
10
WIS
12
save
CHA
14
Undead Nature. The skeleton legionary does not require air, food, drink, or sleep.
Phalanx Discipline. The legionary and allied skeleton legionaries within 10 feet form a rigid formation. While at least one allied skeleton legionary is within 5 feet, the legionary has advantage on saving throws against being frightened. While two or more allied skeleton legionaries are within 10 feet, each gains a bonus to AC and resistance 5 to cold and necrotic damage.
Skeleton Traits. The skeleton legionary is vulnerable to bludgeoning damage. It is immune to poison damage and the poisoned condition and immune to the exhausted condition.
Turn Resistance. If a cleric uses Turn Undead and the legionary fails its saving throw, it is turned as normal. The legionary has advantage on saving throws against effects that would turn or frighten undead if it is within 5 feet of two allied skeleton legionaries.
Pila Gladius. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 10 () piercing damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
Shield Bash. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 9 () bludgeoning damage. If the skeleton legionary hits a prone target, the attack deals an extra 7 () bludgeoning damage.
Thrown Pilum. Ranged Weapon Attack: to hit, range 20/60 ft., one target. Hit: 8 () piercing damage. The legionary can make this attack in a thrown arc, ignoring half cover.
Commanding Stare. Each creature of the legionary's choice that is within 10 feet and can hear it must succeed on a Wisdom saving throw or be frightened until the end of the legionary's next turn. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Interposing Shield. When a creature within 5 feet of the legionary makes an attack against an ally of the legionary, the legionary may use its reaction to impose disadvantage on that attack by interposing its shield.
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