Skeleton, Clacking

Heard before it is seen, the skeleton approaches, its mismatch of bones from various humanoids clacking and clonking together with each horrid step. Leftover armor hangs from it in pieces and small horns jut half-fused from its skull.

Augmented with necromantic power, the clacking skeleton emits the sound of grinding bone, terrifying those who hear it.

Tomb Servitors. They are often created as guardians for tombs or the lairs of necromancers from the leftover bones of apprentices, slaves, and scribes. Some believe their clacking is a form of complaint that the creatures must continue to serve their masters even after death.

Undead Nature. A clacking skeleton doesn’t require air, food, drink, or sleep.

Clacking Skeleton

Medium undead, neutral evil
Armor Class 14 (armor scraps)
Hit Points 45 (10d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 11 (+0) 6 (-2) 8 (-1) 5 (-3)

Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but can’t speak
Challenge 2 (450 XP)

Horrid Clacking. If the clacking skeleton moves at least 10 feet, each beast or humanoid within 30 feet of the skeleton that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.

Actions

Multiattack. The clacking skeleton makes two attacks: one with its glaive and one with its gore or two with its shortbow.

Glaive. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage.

Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

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