Skeleton Arcana (5e Creature)

From D&D Wiki

Jump to: navigation, search

Skeleton Arcana[edit]

Medium undead, neutral evil


Armor Class 14 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 14 (+2) 14 (+2) 10 (+0) 11 (+0)

Damage Vulnerabilities bludgeoning
Damage Resistances piercing
Damage Immunities force, poison
Condition Immunities blinded, charmed, exhaustion, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages it knew in life but can't speak
Challenge 3 (700 XP)


Spell Shift (1/Day). When the skeleton casts a spell that deals acid, cold, fire or lightning damage, it can use a bonus action to cause the spell to deal a different one of those damage types.

Spell Weave (1/Day). The skeleton can cast one 2nd level or lower abjuration, evocation or necromancy spell, that has been woven into it. The chosen spell must only affect a single target and must have a casting time of 1 action.
As part of a long rest, a creature can weave a new spell that it knows into the skeleton as long as it meets the above criteria, or if it has a spell scroll for that spell. If the scroll is of a spell that doesn't meet the above criteria, it is wasted and the skeleton must succeed on a Constitution saving throw with a DC of 10 + the spell's level or be destroyed.

ACTIONS

Arcana Bolt. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 4 (1d8) force damage.

Arcana Strike. Melee Spell Attack +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) force damage.

Teleport. The skeleton magically teleports, along with any equipment it is wearing or carrying, up to 20 feet to an unoccupied space it can see.


Skeleton arcana are easily distinguishable from their lesser counterparts, due to the metallic bangles and other enchanted rings that adorn their frame, the hallmark being a somewhat malleable sphere of energy that sits inside the undead's chest that gives its frame an eerily set glow when at rest.

Deathly Lore. Skeleton arcana are the brainchild of a long dead archmage from the lands of Amesha. They were created to be more of a supplementary note to her family's standing guard regiment and were used as a means to back up conventional soldiers with a reliable and self sufficient support. The project was such a success that the wizard was promoted to the rank of archmage before her first evaluation was even complete. Only when more wizards began to make their own versions of this undead, did the council actually step in and force a resolution.
Skeleton arcana without a master will usually wander in search of scrolls, magical items, or anything that is considered a sufficient source of magic, either hoarding the items in question or staying close to such a magical location. They have even been known to command other, lesser undead, in furthering those exact same goals.

Creating an Arcana. Skeleton arcana are created much the same way as any other skeleton, however the creator is required to use several materials to enhance the undead's frame, making it capable of containing the energies used in its attacks. All of this costs around 1,500 gp and the original caster must use eight hours of work to create the magical anchors and attach them to the skeleton's body. If the caster is proficient with jewelers' tools, it can cut this time in half and lessen the expense to only 1,200 gp.

Undead Nature. A skeleton arcana doesn't require air, food, drink, or sleep.



Back to Main Page5e Homebrew5e Creatures

Home of user-generated,
homebrew pages!


Advertisements: