Skeleton Lord

Medium undead, Lawful Evil

Armor Class

18 (plate armor)

Hit Points

136 (16d8 + 64)

Speed

walk 30 ft.

Damage Resistances

cold, necrotic

Damage Vulnerabilities

bludgeoning from magical attacks

Damage Immunities

poison; bludgeoning, piercing and slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

darkvision 120 ft.

Languages

all the languages it knew in life

Challenge

9

Fear Aura

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.

Magic Resistance

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

Magic Weapons

The skeleton lord's weapon attacks are magical and gain a +3 advantage to attack and damage rolls (included in the attack).

Actions

Multiattack

The skeleton lord makes three greatsword attacks.

Greatsword

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage.