AC 15 (medium shield)
HP 38 (6d8 + 12; bloodied 19)
Speed 40 ft.
Proficiency +2; Maneuver DC 13
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities
fatigue
,
poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages it knew in life but can’t speak
Reanimation. When the immortal is reduced to 0 hit points, it is not destroyed but falls prone and is paralyzed until the end of its next turn. While paralyzed, it is indistinguishable from an inanimate skeleton. When this paralysis ends, the immortal regains all its hit points. If the immortal is reduced to 0 hit points by an attack that deals bludgeoning or radiant damage, or if it is dealt bludgeoning or radiant damage while at 0 hit points, it is permanently destroyed.
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 immortal makes two scimitar attacks.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
REACTIONS
Disarm. When an adjacent creature the immortal can see misses the immortal with an attack made with a melee weapon, the immortal makes a Dexterity check. If this check is higher than the triggering attack roll, the attacker drops the weapon they used to make the attack. The weapon lands in a space of the skeleton’s choice within 5 feet of the attacker.
Combat
The immortal fights with more intelligence than most skeletons. It attacks the creatures it perceives as most dangerous first, such as those that deal bludgeoning or radiant damage. It takes cover against ranged attacks if it can. If it fights multiple creatures, it saves its reaction to disarm a creature wielding a bludgeoning weapon. If one of its enemies is disarmed, the immortal picks up the weapon. After it is restored by its Reanimation trait, the immortal leaps to its feet and attacks at the start of its next turn.
Once skilled warriors and mercenaries, death has robbed skeletal immortals of none of the martial skills they possessed in life. Furthermore, necromancy has granted them a kind of immortality: until they are pulverized or burned with holy fire, they leap to their feet unharmed moments after being defeated. A skeletal immortal can outlast and overwhelm even the most hardened battle veteran.
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