Turn Undead
One of the classic powers of a Cleric is the ability to dramatically admonish undead creatures and cause them to flee. “Undead” is a large category of animated dead monsters: Skeletons, Zombies, Ghosts, Spectres, and many, many others.
To “Turn Undead” a Cleric must stand boldly and present their holy symbol. This causes all Undead creatures within 30’ to attempt a WISDOM Saving Throw or turn and flee. The Difficulty Number for the Saving Throw is usually listed on the Cleric’s character sheet but can be calculated manually by adding 8 (the standard 5e baseline for calculating Difficulty Class) plus the adventurer’s Proficiency Bonus (+2 for 1st-4th level characters, +3 for 5th-7th level), plus the adventurer’s Wisdom Bonus (8 + Proficiency Bonus + Wisdom Bonus = Difficulty). We warned you there would be math! In all DnD Adventure Club adventures, this is always precalculated and appears in the adventure text or character sheet.
Undead who succeed on their Saving Throw can move and attack normally. But creatures who fail must spend their attacks moving away from the Cleric at double their normal speed. The creatures will continue to retreat for 10 turns, 1 minute. They can remake their Saving Throw if they take damage.
At higher levels, Clerics have been known to turn Undead to dust merely by looking at them!