Skeleton King

Medium fey, chaotic evil

Armor Class

18

Hit Points

285 (30d8 + 150)

Speed

50 ft., climb 30 ft.

Saves

Cha +13, Dex +15, Int +13

Skills

Deception +13, Perception +11, Persuasion +13, Stealth +15

Damage Immunities

necrotic, poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned

Senses

truesight 90 ft.

Languages

Sylvan, Common, Elvish

Challenge

24

Innate Spellcasting

His innate spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). The skeleton king can innately cast the following wizard spells, requiring no components. • At will: blade ward, fire bolt, mage hand, minor illusion, prestidigitation • 3/Day: animate dead, animate objects, bestow curse, blight, confusion, detect thoughts, dimension door, dispel magic, dominate person, fog cloud, mirror image, misty step, modify memory, ray of sickness, sleep • 1/Day: circle of death, feeblemind, finger of death, mass suggestion, reverse gravity, scrying, time stop

Magic Resistance

The skeleton king has advantage on saving throws against spells and other magical effects.

Spider Climb

The skeleton king can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack

The skeleton king makes three attacks with his staff.

Staff of the Skull

Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. Target must make DC 21 Constitution saving throw or take an extra 21 (6d6) necrotic damage, taking half as much damage on a successful one.

Summon Skeletons

The skeleton king can summon 1d12 skeletons twice a day and 1d6 minotaur skeletons once a day. They appear in unoccupied spaces within 60 feet of the skeleton king.

Dark Smile (Recharge 2-3)

The skeleton king fixes his evil smile on one creature he can see within 30 ft. of him. The target must make a successful DC 21 Wisdom saving throw against this magic or become charmed for 1 minute. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target saves they are immune to the smile for the next 24 hrs.