b'Skeletal Knight \n'b'  Family:   Skeletons  \n'b'  Medium   undead ,  lawful evil  \n'b'  Armor Class  15 (armor scraps)  Hit Points  37 (5d8 + 15)  Speed  30 ft.\n'b' STATS STR: 13 (+1) DEX:  15 (+2)  CON:  17 (+3)  INT:  7 (-2)  WIS:  8 (-1)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Vulnerabilities  bludgeoning  Damage Immunities  poison Condition Immunities:  exhaustion ,  poisoned   Senses   darkvision  60 ft., passive  Perception  9  Languages  understand its master\xe2\x80\x99s language in life but cannot speak  Challenge  2 (450 XP) \n'b' Actions \n'b'\n'b'  Melee Weapon .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : varies, damage is determined by weapon.  Battleaxe or longsword : 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.  Greatsword : 9 (2d6 + 1) slashing damage. \n'b'\n'b' About \n'b' Once bound to their master as a personal guard, a skeletal knight returns when called to defend its lord once again. Only the master knows the command word that will cause the skeletal knight to reassemble to its humanoid form from the pile of bones, armor scraps, and rusted weapons that is its dormant state. When the master calls, one to four skeletal knights will rise and fight with whatever weapon is grasped during reanimation. When encountered, a skeletal knight is often found with either a greatsword, longsword, or a battle axe and wears bits of scale mail, chainmail, or plate armor. \n'b' A skeletal knight cannot speak, but it understands the language of its master. Once created, it will defend its lord as it did in life, unceasingly and without fail. If a skeletal knight is inactive for 24 hours, it will collapse into a giant pile once again to await the master\xe2\x80\x99s next call.'