b'Skeleton, Noble \n'b'  Family:   Skeletons  \n'b'  Medium   undead ,  lawful evil  \n'b'  Armor Class  13  Hit Points  71 (11d8 + 22)  Speed  30 ft.\n'b' STATS STR: 10 (+0) DEX:  17 (+3)  CON:  15 (+2)  INT:  11 (+0)  WIS:  8 (-1)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Wisdom  +1  Skills   Deception  +5,  History  +2,  Persuasion  +5  Damage Vulnerabilities  bludgeoning  Damage Immunities  poison  Condition Immunities   exhaustion ,  poisoned   Senses  darkvision 60 ft., passive  Perception  9  Languages  any languages it knew in life  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'   Air of Nobility . Skeletons of CR 1 or lower within 15 feet of the noble skeleton obey the noble\xe2\x80\x99s verbal commands to the best of their abilities. If a skeleton is under the control of another creature, the controller must succeed on a contested  Charisma  check with the noble skeleton each time the controller commands the skeleton to act or the skeleton doesn\xe2\x80\x99t obey its controller. \n'b'  Turning Defiance . The noble skeleton and any skeletons within 15 feet of it have advantage on saving throws against effects that turn undead. \n'b'  Undead Nature . A noble skeleton doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Actions \n'b'   Multiattack . The noble skeleton makes three attacks, only one of which can be with its Broken Mirror. \n'b'  Scepter .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 7 (1d8 + 3) bludgeoning damage. \n'b'  Hairpin .  Ranged Weapon Attack : +5 to hit, range 20/60 ft., one target.  Hit : 5 (1d4 + 3) piercing damage. \n'b'  Broken Mirror .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) piercing damage and the target must make a DC 13  Dexterity  saving throw. On a failure, a shard of the mirror breaks off and sticks in the target\xe2\x80\x99s flesh. The target takes 3 (1d6) piercing damage at the start of each of its turns as long as the mirror shard remains lodged in its flesh. A creature, including the target, can take its action to remove the shard by succeeding on a DC 13  Wisdom  ( Medicine ) check. The shard also falls out if the target receives magical healing.'