Fear Aura. Any creature hostile to the skeleton lord that starts its turn within 20 feet of the skeleton lord must make a DC 17 Wisdom saving throw, unless the skeleton lord is incapacitated. On a failed save, the creature has the frightened condition until the start of its next turn. If a creature's saving throw is successful, then the creature is immune to the skeleton lord's Fear Aura for the next 24 hours.
Magic Resistance. The skeleton lord has advantage on saving throws against spells and other magical effects.
Magic Weapons. The skeleton lord's weapon attacks are magical and gain a +1 bonus to attack and damage rolls (included in the attack).
Multiattack. The skeleton lord makes three Greatsword attacks.
Greatsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:13 (2d6 + 6) slashing damage.
Walking skeletons are a sure sign that some EVIL wizard is getting up to no good. Minsc is quite certain that skeletons should be sleeping in their graves-not ambulating around as if in search of midnight snacks! And now you say they have crowns and plate mail and magic swords?! Are there no depths to which evil will not sink? And what does evil find down there, anyway? Boo would like to know!