18 (plate armor)
136 (16d8 + 64)
walk 30 ft.
cold, necrotic
bludgeoning from magical attacks
poison; bludgeoning, piercing and slashing from nonmagical attacks
charmed, exhaustion, frightened, poisoned
darkvision 120 ft.
all the languages it knew in life
9
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 is Frightened 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 +3 advantage to attack and damage rolls (included in the attack).
The skeleton lord makes three greatsword attacks.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage.