Cackling Skeleton

Medium Undead, neutral evil

Armor Class 9

Hit Points 26 (4d8+8)

Speed walk +30

Challenge 1/2

STR
12
+1
DEX
9
-1
CON
15
+2
INT
8
-1
WIS
10
+0
CHA
14
+2

Saving Throws cha +4

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages the languages it knew in life

Special Abilities

Cackle. The skeleton emits a constant, demoralizing cackle. When a creature that isn't an undead or a construct starts its turn within 30 feet of the cackling skeleton and can hear the skeleton, it must make a DC 10 Wisdom saving throw or feel demoralized by the skeleton's cackling. A demoralized creature has disadvantage on attack rolls until the start of its next turn.

Turn Vulnerability. The cackling skeleton has disadvantage on saving throws against any effect that turns undead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. The cackling skeleton has advantage on this attack roll if the target is demoralized.

Mock (Recharge 5-6). The cackling skeleton mocks the futile efforts of up to three creatures it can see within 30 feet of it that aren't undead or constructs. Each target must make a DC 12 Charisma saving throw, taking 5 (2d4) psychic damage on a failed save, or half as much damage on a successful one. A demoralized target has disadvantage on this saving throw.

Source: Tome of Beasts 2 · OGL/Open