Flaming Skeleton

Medium undead,

Armor Class

12

Hit Points

19 (3d8 + 6)

Speed

walk 30 ft.

Damage Vulnerabilities

bludgeoning

Damage Immunities

fire, poison

Condition Immunities

exhaustion, poisoned

Senses

darkvision 60 ft.

Languages

understands all languages it knew in life but can't speak

Challenge

1/2

Proficiency Bonus

+2

Heated Weapons

When the skeleton hits with a metal melee weapon, the weapon deals an extra 3 (1d6) fire damage (included in the attack).

Illumination

The skeleton sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Actions

Shortsword

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage and 3 (1d6) fire damage.

Ignite

The skeleton flings itself at a Large or smaller creature within 5 feet of it. The target must succeed on a DC 12 Dexterity saving throw or be grappled (escape DC 12). On a failed save, the target also takes 3 (1d6) fire damage at the start of each of its turns, even after the grapple ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.