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Skeleton Lord
- STR
- 20 (+5)
- DEX
- 14 (+2)
- CON
- 18 (+4)
- INT
- 18 (+4)
- WIS
- 12 (+1)
- CHA
- 12 (+1)
Any creature hostile to the skeleton lord that starts its turn within 20 feet of the skeleton lord must make a DC 17 Wisdom saving throw, unless the skeleton lord is incapacitated. On a failed save, the creature has the frightened condition until the start of its next turn. If a creature's saving throw is successful, then the creature is immune to the skeleton lord's Fear Aura for the next 24 hours.
The skeleton lord has advantage on saving throws against spells and other magical effects.
The skeleton lord's weapon attacks are magical and gain a +1 bonus to attack and damage rolls (included in the attack).
Actions
The skeleton lord makes three Greatsword attacks.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Find this creature in the encounter builder

Source: Minsc and Boo's Journal of Villainy, p. 148 - Licenses and attribution