Skeleton Crew | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Skeleton Crew CR: 5

Gargantuan horde of medium undead, lawful evil
Armor Class: 13 (armor scraps)
Hit Points: 175 ( 14d20+28 )
Speed: 30 ft , swim: 30 ft

STR

16 +3

DEX

14 +2

CON

15 +2

INT

10 +0

WIS

8 -1

CHA

5 -3

Damage Vulnerabilities: bludgeoning
Damage Immunities: poison
Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses: darkvision 60 ft., passive Perception 9
Languages: Common
Challenge Rating: 5

Horde. The crew can occupy another creature’s space and vice versa, and the horde can move through any opening large enough for a Medium skeleton. Additionally, the crew is immune to any spell or effect that would alter its form.   Horde Turn Resistance. The crew has advantage on saving throws against any effect that turns undead. Additionally, the crew can be affected by the Destroy Undead feature regardless of CR limits, but has advantage on the saving throw against it and is not destroyed on a failed save. Instead, it takes radiant damage equal to 10 × the cleric’s level on a failed save, or half as much damage on a success.   Reactive. The crew can take one reaction on every turn in combat.

Actions

Multiattack. The crew makes four attacks, or two attacks if the crew has half its hit points or fewer.   Cutlass. Melee Weapon Attack: d20+6 to hit, reach 5 ft., one target. Hit: 7 ( 1d8+3 ) slashing damage.   Pistol. Ranged Weapon Attack: d20+5 to hit, range 30/90 ft., one target. Hit: 6 ( 1d6+3 ) piercing damage   Volley. The crew fires a simultaneous barrage of pistol shots. Each creature in a 30-foot cone must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 44 ( 8d10 ) piercing damage, or 22 ( 4d10 ) piercing damage if the crew has half its hit points or fewer. On a successful save, it takes half as much damage.


Created by

MeepOfWar.

Statblock Type

Monster

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