Medium Undead, Lawful Evil
Armor Class 15 (chain shirt)
Hit Points 27 (5d8 + 5)
Speed 30 ft
STR 14 (+2) DEX 15 (+2) CON 13 (+1) INT 11 (+0) WIS 10 (+0) CHA 6 (-2)
Skills Athletics +4, Investigation +2, Perception +2
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60ft. passive Perception 12
Challenge 1 (200xp)
Dervish When the vrahn skeleton hits a creature for the first time during its turn, it deals an extra 3 (1d6) damage with the attack.
Two-weapon Fighting. The vrahn skeleton makes two scimitar attacks. It can move between each attack.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150 ft./600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
In a terrible war not so long ago, a warrior king who wanted victory above all else sought the aid of a necromancer. Provided with the bodies of the king's fallen elite soldiers, she was tasked with creating skeleton warriors who remembered none of their human memories or fears (or its sense of self), but retained their cunning and fighting prowess.
Said to be named after the king who commissioned their creation, these elite skeletons are sometimes sent as scouts to areas where the survival of living soldiers are not guaranteed. More often they are seen leading a handful of normal skeletons, where they might be mistaken as one themselves if their better-than-scraps gear are not noticed. Adventurers who attract the unwanted attention of the skeletons' now cursed-king may be the target of a hit squad of these elite warriors.
- I'm thinking of doing this every week, possibly on a Monday, as I try to understand how the monsters work under the new system.
- For the first one, I went with a creature that's ripped off and converted from one of the more popular settings. It should be pretty easy to spot for its fans. For future monsters, though, I will likely go back to my usual Filipino-inspired stuff.
- From those coming from 4E, think of this as a level 1 solo skirmisher. I think this guy was a level 11 monster. Back then I liked to turn them into level 6 elites or level 1 solos. The conversion method seems to work
- If it feels too simple for a "solo," you may try to add in a Parry reaction that allows it to reduce melee damage it receives by 1d6. Note that this will probably prolong combat.
- For those coming from 3.5, the monster I ripped this off from was CR 3. I think CR 1 for the new edition is a comfortable spot, as it means that by itself, it should be a moderate challenge for a group of level 1 PCs.
- As always, criticisms are welcome!