The Wise Skeleton Baleerab | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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i made it up (my first chracter :D)

The Wise Skeleton Baleerab CR: 12

Medium undead, human, chaotic good
Armor Class:
Hit Points: 20d8+80
Speed: 20 20 , swim: 10 20 , climb: 15 20

STR

8 -1

DEX

9 -1

CON

12 +1

INT

14 +2

WIS

17 +3

CHA

10 +0

Saving Throws: WIS + 6
Skills: Uncommon Knowledge. Skeleton can make a knowledge check with advantage to see wether he knows some relevant information about a topic related to his profession or studies, and share this information with his allies or friends. Insight (3/Turn). DC 3 Wisdom to insight what your next action will be, if successful saving throw to take no damage if he succeeds on the saving throw, if he fails gain one DEX for two turn.   Bureaucrancy. Skeleton can help allies or friends fill out documents or paperwork, and he always knows the right organization or person to ask when he wants paperwork to be dealt with as a priority.   Disguise Kit. This pouch of cosmetics, hair dye, and small props lets Skeleton create disguises that change the physical appearance of an ally or friend. Skeleton can also provide specific clothes to make any disguise seem more believable.   Artificer's Lore. Whenever Skeleton makes an Intelligence (History) check related to magical, alchemical, or technological items, he can add twice his proficiency bonus instead of any other proficiency bonus that may apply.   Local Guide. Skeleton can show allies or friends the fastest (or safest) path to reach a nearby destination, and can also warn them of the dangers they may encounter along the way. He can provide shelter for one night and a daily ration of food.   Labyrinthine Recall. Skeleton can perfectly recall any path he has traveled.
Damage Vulnerabilities: acid, bludgeoning, cold
Damage Resistances: piercing, poison, psychic, thunder
Damage Immunities: fire, poison
Condition Immunities: exhaustion, frightened, poisoned
Senses: Darkvision 18ft. passive perception 44ft.
Languages: Common, Deep Speech, Terran
Challenge Rating: 12 ( 8400 XP)
Proficiency Bonus: +4

Spellcasting. Skeleton casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks):

At will: expeditious retreat, shield, darkness, cause fear, chill touch, toll the dead, speak with dead, tongues, true seeing, comprehend languages, legend lore, guidance, identify, find traps, find the path, detect evil and good,

1/day: foresight, commune

2/day: arcane eye, enhance ability

3/day: animate dead, false life


Summon Skeleton giant (1/Week). Roll a DC 17 Wisdom check, if successful summon a level 8 Large skeleton giant.

Actions

Shield blash. Melee Weapon Attack: +6 to hit, reach 18 ft, one target. Hit: 9 (2d6 + 2) bludgeoning damage + DC -3 Strength.   Slash (longsword). Melee Weapon Attack: +3 to hit, reach 10 ft, one target. Hit: 3 (1d8 - 1) slashing damage, or 5 (1d12 - 1) slashing damage if used with two hands + 5 poison damage.       Block (Recharge 3–6). Blocks any damage under 3.

Bonus Actions

Undead healing (1/Short or Long Rest). Gain 8 (1d6 + 5) temporary hit points.

Reactions

Spark of death (1/Short or Long Rest). When Skeleton is reduced to 0 hit points but not killed outright, restore 9 hit points hit points and give 1 attack free turns.

Legendary Actions

Sacrifice. When Skeleton dies, he explodes in a burst of force and radiance. Each creature within 25 feet of him must make a DC 12 Dexterity saving throw, taking Ranged Spell Attack: +6 to hit, range 25/80 ft, ten targets. Hit: 23 (2d20 + 2) force damage plus 6 radiant damage damage on a failed save, or half as much damage on a successful one.

Lair Actions

Planar Portal - Necrotic. Rips in the Material Plane inside of the lair form portals to the Negative Energy Plane, allowing undead creatures to wander the lair.   All undead in the lair has advantage on saving throws against effects that turn until the start of the next round.   Supernatural shadows turn all bright light to dim light within the lair.   Until the start of the next round, all of the creature's minions become enraged. They gain advantage on melee weapon attacks, but melee attacks against them gain half the same benefit.   Magical energy swirls across the creature's skin, granting resistance to acid damage until the start of the next round.

a whinding lair leading back on its self, looks like a necromacer's lair, filled with necromacer like traps, and skeleton soldiers (and other types of skeletons, they also can aimbush you from hidden spots and the walls.  

Regional Effects

(if allyed) the whispers of cursed and undead knowadgle whisper in your head,allies of the monster have a 2+ advantage on all Wisdom checks within 5 miles of the lair. Known Terrain. within 8 miles of the lair,Difficult terrain is reduced in severity for the monster and its allies, decreasing the number of feet required to move 1 foot by 1. This means that most difficult terrain, which requires 2 feet of movement for 1 foot moved, is no longer difficult terrain. (if hostile)  Disease Ridden. Diseases are widespread throughout the area within 20 miles of the lair. Any creature that spends an hour or more traveling in this area will roll a (Constitution d12+4) if failed the creature is targeted by a disease of the GM's choice. Plants within 20 miles of the monster's lair grow, but are gray and devoid of any nutrition. No matter how many of them are eaten, they provide no sustenance and taste like ash and death.

Motivation/Compulsion

for revenge against the church and to take over the world

Usual Tactics

studying the movements of the person he is fighting and to dodge or block their attacks

A wise scholar who delved into the dark secrets of the church (red nation's church) but went too deep and discovered knowledge about necromancy and the undead and was assassinated shortly after being buried with the same thing he found deep underground under a church long abandoned, when he rose again has a necromancer searching for a great artifact called the necromonicon and other relics of power to use and make a skeleton army for revenge and to take over the world to end The sins the church has committed

Suggested Environments

underdark, mountain


Created by

Treyf.

Statblock Type

Monster

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