14 (rotting buff coat)
52 (8d8 + 16)
walk 30 ft.
perception +3
Bludgeoning
Poison
Exhaustion, Poisoned
darkvision 120 ft.
understands languages it knew in life but can't speak
2
+2
The cannon and pistol a skeleton cannoneer uses are nonfunctional as ranged weapons for a creature other than a skeleton cannoneer. For the skeleton cannoneer, the pistol never needs to be reloaded.
The skeleton cannoneer loads the dead cannon.
The skeleton cannoneer fires its loaded cannon at a point it can see within 500 feet of it, but no closer than 50 feet from it. Each creature within 15 feet of that point must make a DC 13 Dexterity saving throw, taking 7 (2d6) bludgeoning damage and 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. Alternatively, the cannoneer can choose the cannon as the point of fire. Doing so means the shot goes off inside the cannon, destroying it and increasing each type of damage by 3 (1d6).
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage and 3 (1d6) necrotic damage.
Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) necrotic damage.