An undead army, devoid of life’s inherent organization, craves structure and order to manifest as a fearsome and coordinated force. To accomplish this, liches and necromancers embark on a relentless quest, seeking fallen veterans who possess invaluable experience in leading troops. These battle-hardened individuals are meticulously chosen and transformed into skeletal commanders, granting them a position of authority in the unholy hierarchy of the undead.
Infused with dark powers, skeletal commanders emerge as formidable figures on the battlefield. Leading hordes of empowered skeletons, they exude an aura of deathly influence, bolstering the resolve and combat prowess of their skeletal legions. Guided by decades of strategic wisdom gained in their previous lives, these commanders execute precise tactics, turning the tide of battle in favor of the undead forces.
Beyond their martial acumen, skeletal commanders play a vital role in maintaining the coherence and effectiveness of an expanding undead army. As the size and complexity of the forces grow, the need for coordination becomes paramount. These commanders, as trusted subleaders, ensure the synchronization of the sprawling undead ranks, allowing the higher-ranking necromancers to concentrate on other critical aspects of the battle.
Skeletal Commander
Medium Undead, Typically Lawful Evil
Armor Class 15 (breastplate)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 12 (+1) | 15 (+2) | 13 (+1) | 12 (+1) | 10 (+0) |
Skills Insight +3, Perception +3
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages all the languages it knew in life
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Unholy Aura. The commander projects an aura of protection to skeletons within 30 feet of it. While within the aura, a skeleton gains 3 (1d6) temporary hit points at the beginning of its turn and if it is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
Actions
Multiattack. The commander makes one Distracting Strike attack and uses Coordinated Maneuver.
Distracting Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 10 (3d6) necrotic damage and attacks by skeletons against the target are made at advantage until the commander’s next turn.
Coordinated Maneuver. The commander shouts orders at up to three skeletons within 60 feet of it that can hear it. Each creature can immediately use its reaction to make one weapon attack or move up to its speed.
Bonus Actions
Raise Skeleton (Recharge 5–6). The commander returns a skeleton that was reduced to 0 hit points within the last minute to half of its total hit points.
Downloads
Further Reading
Players with history with skeletal commanders might find the undead hunter background useful.
Need some other undead? Try reskinning creatures with flavor of death.
The shroud of the fallen could be useful in an undead heavy campaign.
Imagery created with Midjourney.
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