AC 17 (half plate)
HP 288 (34d8 + 136; bloodied 144)
Speed 40 ft.
Proficiency +4; Maneuver DC 16
Skills Intimidation +7
Damage Immunities poison
Condition Immunities
fatigue
,
poisoned
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life
Magic Resistance. The warlord has advantage on saving throws against spells and other magical effects.
Elite Recovery. At the end of each of its turns while bloodied , the skeleton ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated .
Four Arms. As a bonus action on each of its turns, the skeleton can make an attack or take the Multiattack action.
Reactive Arms. The skeleton can take two reactions each round, but not more than one per turn.
ACTIONS
Multiattack. The warlord makes two greatsword attacks or two black lightning attacks.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 5 (1d10) necrotic damage. On a critical hit, the warlord can use Sound the Attack.
Black Lighting. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 13 (3d8) necrotic damage.
Sound the Attack. Each skeleton or skeletal horde of CR 7 or less within 30 feet can use its reaction to make an attack.
Raise Bonespawn. The warlord touches up to three inanimate skeletons or piles of bones, animating them as bonespawn under the warlord’s control.
REACTIONS
Arcane Punishment. When the warlord succeeds on a saving throw against a spell cast by a creature within 60 feet that the warlord can see, the warlord attacks the caster with black lightning.
Riposte. When a creature the warlord can see misses the warlord with a melee attack, the warlord makes a greatsword attack against that creature.
With the ability to raise and command armies of skeletons, some skeletal warlords serve dread knights or mighty necromancers, while others rule in their own right.
With the ability to rearrange limbs as they like, it’s no surprise that necromancers hit upon a simple way to increase their skeletons’ deadliness: add more arms. Four-armed skeletons weave their weapons in glittering offensive and defensive displays that can overwhelm lone opponents.
Skeletons guard tombs and temples.
CR 0–2 1d8 bonespawn ; 1 or 2 skeletal immortals ; four-armed skeletal immortal
Treasure 100 gp, masterwork scimitar
CR 3–4 1 or 2 skeletal immortals with 1d4 skeletons or 1d8 bonespawn ; 3 or 4 burning bonespawn ; skeletal immortal with 2 burning bonespawn
Treasure 500 gp, +1 shortsword (named Necropolis; glows when within 30 feet of corporeal undead)
CR 5–10 skeletal warlord with 1d4 + 4 bonespawn ; 3 to 5 burning skeletal immortals ; four-armed skeletal champion
Treasure 1,200 gp, ancient signet ring (500 gp), circlet of blasting