AC 15 (medium shield)
HP 19 (3d8 + 6; bloodied 9)
Speed 40 ft.
Proficiency +2; Maneuver DC 13
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities
fatigue
,
poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages it knew in life but can’t speak
Reanimation. When the immortal is reduced to 0 hit points, it is not destroyed but falls prone and is paralyzed until the end of its next turn. While paralyzed, it is indistinguishable from an inanimate skeleton. When this paralysis ends, the immortal regains all its hit points. If the immortal is reduced to 0 hit points by an attack that deals bludgeoning or radiant damage, or if it is dealt bludgeoning or radiant damage while at 0 hit points, it is permanently destroyed.
Burning Weapons. A creature hit by the skeleton’s melee or ranged attacks takes ongoing fire damage equal to the skeleton’s proficiency bonus. The creature can use an action to extinguish the flames, ending the ongoing damage.
Death Burst. When the skeleton is destroyed, it explodes. Each creature within 5 feet makes a DC 10 Dexterity saving throw , taking 4 (1d8) fire damage on a failed save or half damage on a success.
ACTIONS
Multiattack. The immortal makes two scimitar attacks.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
REACTIONS
Disarm. When an adjacent creature the immortal can see misses the immortal with an attack made with a melee weapon, the immortal makes a Dexterity check. If this check is higher than the triggering attack roll, the attacker drops the weapon they used to make the attack. The weapon lands in a space of the skeleton’s choice within 5 feet of the attacker.
Combat
The immortal fights with more intelligence than most skeletons. It attacks the creatures it perceives as most dangerous first, such as those that deal bludgeoning or radiant damage. It takes cover against ranged attacks if it can. If it fights multiple creatures, it saves its reaction to disarm a creature wielding a bludgeoning weapon. If one of its enemies is disarmed, the immortal picks up the weapon. After it is restored by its Reanimation trait, the immortal leaps to its feet and attacks at the start of its next turn.
Once skilled warriors and mercenaries, death has robbed skeletal immortals of none of the martial skills they possessed in life. Furthermore, necromancy has granted them a kind of immortality: until they are pulverized or burned with holy fire, they leap to their feet unharmed moments after being defeated. A skeletal immortal can outlast and overwhelm even the most hardened battle veteran.
Burning skeletons are formed from the charred remains of those burned alive on funeral pyres. Wreathed in magical flames, burning skeletons set their enemies ablaze with their flaming weapons and with fiery blasts from their eye sockets.
Skeletons guard tombs and temples.
CR 0–2 1d8 bonespawn ; 1 or 2 skeletal immortals ; four-armed skeletal immortal
Treasure 100 gp, masterwork scimitar
CR 3–4 1 or 2 skeletal immortals with 1d4 skeletons or 1d8 bonespawn ; 3 or 4 burning bonespawn ; skeletal immortal with 2 burning bonespawn
Treasure 500 gp, +1 shortsword (named Necropolis; glows when within 30 feet of corporeal undead)
CR 5–10 skeletal warlord with 1d4 + 4 bonespawn ; 3 to 5 burning skeletal immortals ; four-armed skeletal champion
Treasure 1,200 gp, ancient signet ring (500 gp), circlet of blasting