Giant Skeleton 5e
Homebrew of Giant Skeleton 5e is broad enough that the game can benefit from them. The reference I got for Giant Skeleton is from Tales from the Yawning Portal. It is a monster in 5th ed.
- Giant Skeleton: Huge undead (skeleton), unaligned
- Hit Points:
- Challenge: 7 (2,900 XP)
Monster templates. Make it easy to create a giant hill skeleton, a level 12 human-vampire monk, or a celestial badger.
Balance out level 1–3. At level 1, a ranger is essentially no fun, a fighter or wizard feels like their class, and the cleric gets most of his best early features. Easy tweaks
Different multi-classing advancements. Like 2, there is no cause a one-level cleric dip or fighter dip should give so much. Still, your ranger and Paladin dips are almost useless for a level. I think multiclassing in 5e should generally be worse, level for level, than starting in the class at least until you are 3 levels in.
Feat balance: feats require to be more common, and the best feats re-thought.
Concentration: a second spell can be concentrated on at level 5 or even higher. Still, you sacrifice your move action or action every turn to do so.
Inspiration: The idea of adding on a small boost to a roll because a DM liked what you did is… uninspired. The player should get the option to do something cool, no rolls required, with DM agreement. No need for restrictions, the player rewrites reality in a small way.
Giant Skeleton 5e
Giant Skeleton is a Huge undead monster. It is a Neutral Evil
- Armor Class: 17 (natural armor)
- Hit Points: 115 (10d12 + 50)
- Speed: 30ft.
- Str: 21
- Dex: 10
- Con: 20
- Wis: 6
- Int: 4
- Cha: 6
- Damage Vulnerabilities: Buldogeoning
- Damage Immunities: Poison
- Condition Immunities: exhaustion, poisoned
- Senses: darkvision 60 ft., passive perception 8
- Languages: understands Giant but can’t speak
- Challenge: 7
Evasion. Suppose the skeleton is subjected to the effect that allows it to make a saving throw to take only half damage. In that case, it takes no damage if it succeeds on the saving throw and only half damage if it fails.
Magic Resistance. The skeleton has an advantage in saving throws against spells and other magical effects.
Turn Immunity. The skeleton is immune to effects that turn undead.
Multiattack. The skeleton makes three scimitar attacks.
Scimitar. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.