{"name":"Skeletal Warrior","cr":"1\/2","types":"Undead","size":"Medium","languages":"Understands all languages it knew in life, but can't speak","alignment":"Lawful Evil","description":"Skeletal warriors carry whatever weapons they had in life. They arise when infused with dark, necromatic energy in the presence of corrupting evil. ","suggestedenvironment":"Any environment as skeletons do not require food, or air to function. Underwater would slow their movement considerably. ","ac":"13 (armor scraps)","hitpoints":"13 (2d8+4)","strength":"10","dexterity":"14","constitution":"15","intelligence":"6","wisdom":"8","charisma":"5","movement":"30","fly":"0","hover":"0","burrow":"0","swim":"0","climb":"0","senses":"Darkvision 60ft; passive perception 9","skills":"","savingthrows":"","damagevulnerabilities":"Bludgeoning","damageresistances":"","damageimmunities":"Poison","conditionimmunities":"Exhaustion, Poinsoned","spellcasting":"none","atwill":"","onceperday":"","twiceperday":"","thriceperday":"","specialabilities":"Animated Dead-will arise once in the presence of evil, necrotic energy, or when commanded to by a spell or incantation.\r\nObedient Servant-required to follow the orders of the one who raised it. Skeletons are not mindless, however. Rather than destroy itself on an obstacle, it will search for logical ways around or through an obstruction. \r\nHabitual Behaviour-any skeletons freed of its master's control will resume any activities it can recall in life. \r\nUndead Nature-a skeleton does not require air, food, sleep, or drink to survive. ","actions":"Shortsword-Melee Weapon Attack; +4 to hit, 5ft reach, one target. On hit: 5(1d6+2) piercing damage\r\nShortbow-Ranged Weapon Attack; +4 to hit, range 80\/320ft, one target. On hit: 5(1d6+2) piercing damage. ","reactions":"","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"","tabledata":"","tags":"","isShared":"1","templateId":"21","blockId":"14127"}