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Skeleton King

Medium fey, chaotic evil

Armor Class 18
Hit Points 285 (30d8 + 150)
Speed 50 ft., climb 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 26 (+8) 20 (+5) 23 (+6) 18 (+4) 23 (+6)

Saving Throws Charisma +13, Dexterity +15, Intelligence +13
Skills Deception +13, Perception +11, Persuasion +13, Stealth +15
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 90 ft., passive Perception 21
Languages Sylvan, Common, Elvish
Challenge 24 (62,000 XP)

Special Traits

Actions

  • Multiattack. The skeleton king makes three attacks with his staff.
  • Staff of the Skull. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. Target must make DC 21 Constitution saving throw or take an extra 21 (6d6) necrotic damage, taking half as much damage on a successful one.
  • Summon Skeletons. The skeleton king can summon 1d12 skeletons twice a day and 1d6 minotaur skeletons once a day. They appear in unoccupied spaces within 60 feet of the skeleton king.
  • Dark Smile (Recharge 2-3). The skeleton king fixes his evil smile on one creature he can see within 30 ft. of him. The target must make a successful DC 21 Wisdom saving throw against this magic or become charmed for 1 minute. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target saves they are immune to the smile for the next 24 hrs.
Section 15: Copyright Notice

Monsters of Feyland A Collection Of Monsters For 5th Edition © 2018 Cawood Publishing, Author Andrew Cawood