Instead of the typical two attacks that most Multiattacks seem to grant, the giant skeleton gets three!

They exist to fight, and they fight well! While the giant skeleton’s Multiattack is fantastic, it definitely is limited. I mean, the creature can understand Giant so you’d think that would be a clue for me to pick up on, but nevertheless, it’s a solid creature. Unlike the rogue and monk, the giant skeleton takes half damage on any saving throw that forces it to save to take damage and has a chance to take absolutely no damage from the ability.

A particularly skilled necromancer would be able to raise one of these monstrosities. Turn Immunity. Stats. Size: Huge undead You can find the giant skeleton’s statblock on page 236 of Tales from the Yawning Portal. This is actually a really effective way to utilize a giant skeleton as this helps mitigate the giant skeleton’s major weakness. Our way of saying thanks! The skeleton makes two greatsword attacks. Sign up to get e-mail updates for new articles on Dungeon Solvers using the form below! It’s a whopping 15 slashing damage per hit on average thanks to its +5 Strength modifier. Senses: darkvision 60 ft., passive Perception 8 That’s why today I’m bringing you the giant skeleton. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. Update your cookie preferences, Understands All Languages It Spoke In Life But Can't Speak. The giant skeleton is a featured creature in Tomb of Horrors as part of (one of the many) elaborate traps that would take a few kobolds to get past. Your giant skeleton could cause a minor cave-in and take half or no damage from it while the party takes heavy damage. Terms of Service and Privacy Policy Update. Multiattack. On Social Media: Roll20® is a Registered Trademark of The Orr Group, LLC.

Evasion. It’s pretty damn strong, but it has a couple of weaknesses that a party can exploit if they’re clever enough. Like other skeletons, the giant skeleton is vulnerable to bludgeoning damage. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. There’s a solid chance at being able to dish-out an additional 15 damage in any given round. CON: 20 (+5) CR: 7 (2,900 XP).

Magic Resistance will get your giant skeletons through quite a bit, but difficult terrain or other slowing effects can expose the glaring weakness of the giant skeleton’s statblock – a severe lack of ranged options. This definitely ties into that magical enhancement that I mentioned previously. Those require their own section because they’re that powerful! It doesn’t have to chase after ranged attackers if they have another creature that’s able to take care of them. Here at Dungeon Solvers, I pride myself with selecting the most interesting creatures in D&D 5e to analyze every other Monday. The two ability scores that the giant skeleton uses are cranked out to a +5 modifier. This is a solid, hulking, wall of bones that can lay a serious smackdown to an unsuspecting adventurer. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.

Cleave through your enemies, big skeleton!

Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target.Hit: 35 (4d12 + 9) bludgeoning damage. A giant shark is 30 feet long and normally found in deep oceans. Some links to stores and online shopping websites include an affiliate code. Speed: 30 ft. However, the giant skeleton’s traits take this would-be cannon fodder and change it into an irksome troublemaker for any magic-user reliant on spells that require saving throws. The giant skeleton is a big creature with an unsurprisingly large health pool. With only 30 speed it’s going to be a bit difficult to do just that if your target has any sort of room to maneuver themselves about the battlefield. You know what a skeleton is, right? They have enhanced abilities and magical protections that most undead minions don’t have the honor of receiving. The skeleton is immune to effects that turn undead. So keep your master alive and they’ll keep you, well, sort of alive.

Oh, and as long as the spell doesn’t deal poison damage.

With this in mind, your giant skeleton should be moving toward whatever enemy they pick as their target and focus on that one. The Skeletons 5e does not have their communities or cultures. Multiattack.

You can find the giant skeleton’s statblock on page 236 of Tales from the Yawning Portal. They’re not fast creatures, but they have reach, so it is possible to catch up to targets far away provided that they don’t take a Dash action. There’s always a trap. To balance this out, they have immunity to all poison damage and the poisoned condition, as well as the exhausted condition. Using these links and purchasing something through them gives Dungeon Solvers a small kickback which is used to reinvest in the site and its content. And this isn’t even counting the anti-magic defensive traits that the giant has.

Undead Nature. Size: Huge undead AC: 17 (Natural Armor) HP: 115 (10d12 + 50) It’s a great upgrade to a regular skeleton that you can use for high-level campaigns. A giant skeleton has two modes. To be fair though, this is standard undead stuff.

They’re not particularly wise creatures so they’re not going to make the most attentive guards, but at least they have darkvision!

They also have a high AC despite not wearing any sort of armor. A storm giant with the Skeleton template applied to it. Speed 50 ft., swim 50 ft.

AC: 17 (Natural Armor) Well, that and +8 to hit with each of these attacks. This is a pretty reasonable take considering the fact that only its Strength and Consitution modifiers are positive values. I have a confession to make. It’s a hulking pile of bones that hits like a truck and can shrug off some potentially-devastating hits. Of course. ... A giant shark is 30 feet long and normally found in deep oceans. It’s not a super unique creature, it’s just a skeleton of a giant. By continuing to use our site, you consent to our use of cookies. Damage Immunities: poison ACTIONS. It’s going to take a few rounds at minimum to deal with this behemoth. One where it’s smacking the hell out of its enemies with its giant scimitar, and one where it’s waiting for new enemies to show up. Well, provided that you can hit its 17 AC. Hit: 30 (6d6 + 9) slashing damage. But not only that, it has an improved version of Evasion that presents a very real chance for a giant skeleton to avoid taking any damage from a saving throw. The party is going to have to be careful with that extended reach. Turn Immunity takes that off the table outright.

Gods help the party if they do because having to deal with multiple giant skeletons at once is not going to be an easy task.

I’ve used it as a boss creature along with a few zombies and taken out a group and done some serious damage to a group of 5th-level characters. Ideally, they’ll want to move towards the backline, but let’s be real, they probably won’t get the chance to do so unless they can take out the frontline and whatever obstacles are preventing them from moving towards the ranged attackers. This is the reward that the giant skeleton reaps for foregoing all of its “unnecessary” ability scores and boosting its Strength to the roof. Dungeons and Dragons (D&D) Fifth Edition (5e) Monster - Giant Shark - Blood Frenzy. You don’t have any other options. Actions Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

Roll20 Reserve is live with monthly perks for Pro Subscribers. They also help us understand how our site is being used. Turn Immunity is just mean. Plus, this attack has an extended reach of 10 ft. thanks to the creature’s size, and I’m assuming the size of the weapon. This is cool because it gives the party’s martial characters a reason to potentially switch-up their weapons.

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