b'Skeleton King \n'b'  Family:   Skeletons  \n'b'  Medium   fey ,  chaotic evil  \n'b'  Armor Class  18  Hit Points  285 (30d8 + 150)  Speed  50 ft., climb 30 ft.\n'b' STATS STR: 20 (+5) DEX:  26 (+8)  CON:  20 (+5)  INT:  23 (+6)  WIS:  18 (+4)  CHA:  23 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Charisma  +13,  Dexterity  +15,  Intelligence  +13  Skills   Deception  +13,  Perception  +11,  Persuasion  +13,  Stealth  +15  Damage Immunities  necrotic, poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  paralyzed ,  poisoned   Senses   truesight  90 ft., passive  Perception  21  Languages  Sylvan, Common, Elvish  Challenge  24 (62,000 XP) \n'b' Special Traits \n'b'\n'b'  Innate Spellcasting . His innate spellcasting ability is  Intelligence  (spell save DC 21, +13 to hit with spell attacks). The  skeleton  king can innately cast the following  wizard  spells, requiring no components.\n'b'\n'b'\n'b'  At will : blade ward, fire bolt,  mage hand ,  minor illusion ,  prestidigitation  \n'b'  3/day :  animate dead ,  animate objects ,  bestow curse ,  blight ,  confusion ,  detect thoughts ,  dimension door ,  dispel magic ,  dominate person ,  fog cloud ,  mirror image ,  misty step ,  modify memory , ray of sickness,  sleep  \n'b'  1/day :  circle of death ,  feeblemind ,  finger of death ,  mass suggestion ,  reverse gravity ,  scrying ,  time stop  \n'b'\n'b'  Magic Resistance . The skeleton king has advantage on saving throws against spells and other magical effects. \n'b'  Spider Climb . The skeleton king can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The skeleton king makes three attacks with his staff. \n'b'  Staff of the Skull .  Melee Weapon Attack : +17 to hit, reach 5 ft., one target.  Hit : 13 (2d6 + 6) bludgeoning damage. Target must make DC 21  Constitution  saving throw or take an extra 21 (6d6) necrotic damage, taking half as much damage on a successful one. \n'b'  Summon Skeletons . The skeleton king can summon 1d12 skeletons twice a day and 1d6 minotaur skeletons once a day. They appear in unoccupied spaces within 60 feet of the skeleton king. \n'b'  Dark Smile (Recharge 2-3) . The skeleton king fixes his evil smile on one creature he can see within 30 ft. of him. The target must make a successful DC 21  Wisdom  saving throw against this magic or become  charmed  for 1 minute. The  charmed  target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target saves they are immune to the smile for the next 24 hrs.'