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Rattling Skeleton/Skeletal Conductor




Galvanically powered and piecemeal, the rattling skeleton lurches toward its victim with uneven steps as lances of crimson lighting lick nearby surfaces. The undead's body is constructed by mismatched bones from a handful of corpses with sigil-etched manacles floating around its wrists. Long chains snake away from the skeleton's shackles, writhing on waves of electrical fury.

Gothic Instrument. Each rattling skeleton is tuned by its creator to fit a particular eerie chord. Thus when assembled, a clutch of the crackling corpses creates a grisly song that can rout an enemy formation before the battle even really begins. As skeletons fall the song becomes a discordant, uneasy mess that grates on the nerves just as much, if not more so, than the initial tune.

Skeletal Conductor. Every orchestra needs a leader, even one as morbid as an ensemble of rattling skeletons. A rattling conductor appears much like its fellows, save its bones are fused to a lattice of accursed chains. While the band leader doesn't make nearly as much noise as the rest of the grim group, it's presence amplifies the mind-bending effects of the overall sound. Due to the increased voltage bouncing within its ribcage, the skeletal conductor can also provide a devastating crescendo when needed.

Rattling Skeleton

medium undead, lawful evil

Armor Class 12

Hit Points 22 (4d8+4)

Speed 30ft

Str 10 Dex 15 Con 12 Int 6 Wis 8 Cha 10

Condition Immunities Exhaustion, Poisoned

Damage Immunities Poison

Damage Resistances Lightning, Thunder

Damage Vulnerabilities Bludgeoning

Senses darkvision 60ft, passive Perception 9.

Languages understands sylvan but cannot speak

Challenge 1 (200 XP)

Macabre Music.

The rattling skeleton's disconnected bones constantly clink off of one another while its electrified fetters spark and rattle. If a creature begins its turn within 10ft of the rattling skeleton and is not deafened they must succeed on a DC 10 or be Frightened until the start of its next turn. In addition, the rattling skeleton gains Disadvantage on Stealth checks.

Actions

Charged Chain:

Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) electricity damage.




Skeletal Conductor

medium undead, lawful evil

Armor Class 13

Hit Points 45 (6d8+16)

Speed 30ft

Str 10 Dex 16 Con 14 Int 6 Wis 9 Cha 15

Condition Immunities Exhaustion, Poisoned

Damage Immunities Poison

Damage Resistances Lightning, Thunder

Damage Vulnerabilities Bludgeoning

Senses darkvision 60ft, passive Perception 9.

Languages understands sylvan but cannot speak

Challenge 3 (700 XP)

Macabre Maestro.

In the skeletal conductor's presence, the ghastly tune rattling skeleton's produce is more effective. If a creature begins its turn within 10ft of a rattling skeleton that is within 30ft of a skeletal conductor and is not deafened they must succeed on a DC 12 or be Frightened until the start of its next turn. If a creature fails this save by 5 or more they are Restrained as well as Frightened.

Actions

Multiattack:

A skeletal conductor makes two charged chain attacks as one action.

Charged Chain:

Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) electricity damage.

Marching Orders (1/day):

Each rattling skeleton that is within 30ft of the skeletal conductor, can hear it, and not already affected by Marching Orders can immediately use their reaction to make the Dash action. The skeletal conductor may then make an one attack as a bonus action.

Reactions

Iron Clap.

If both the skeletal conductor's charged chain attacks in a turn hit it may use its reaction to smack the links together and create a powerful 20ft cone thunderclap. Creatures in the area of effect must succeed on a DC 12 Strength save or take 14 (3d8) thunder damage and be knocked prone. On success, a creature takes half as much damage and is not knocked prone.

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