Spooky Scary Skeletons

by PipFizzlebang

Search GM Binder Visit User Profile

Spooky Scary Skeletons

Spiciness: 4/5

Your party will need their thinking caps on to come out with the same number of party members as they started the fight with. Fireballs & Clerics will shut this down fast, though.

Feeds any number of players, level 1-6

Scales for: Number of Players, Player Level

Ingredients

  • Skeletons

Scaling the Encounter. Usually, I provide instructions on how to buff the monsters involved based on the number of people in the party, and the level of the party. For this encounter, though, I recommend simply using a tool like donjon's encounter calculator which should tell you the number to use. If you would use more than 6, I'd recommend having them come in as waves-- piles of bones on the floor that begin to animate round after round. Alternatively, you could just have one of the skeletons start off buffed from Reconstruction!

Preparation

Zombies are surprisingly diverse in their lore-- viruses, parasites, magic, "they're not really dead", there are SO many ways in which a zombie might become a zombie. Skeletons, meanwhile-- don't have much lore behind them.

Skeletons are a set of bones, reanimated by either magic or a soul "possessing" them, but usually a combination of both (magic forcing a soul to reanimate a corpse). Because of this, I wanted to our skeletons to have 2 elements of them-- a corpse, and a controlling spirit.

This was done by focusing on a Reconstruction mechanic, as well as pulling in abilities from both the ghost stat block & the skeleton stat block. The tricky part of this (which has required the most playtesting sessions out of any homebrew I've ever made before release), is the reconstruction mechanic. It was often too weak-- causing the skeletons to die before they showed off that ability, or too strong, where they were no longer a CR 1/2. Simply put-- if you have a mechanic where lots of weak things combine to make a stronger thing-- balancing that is hard.

Things you should Know

  • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can't willingly move closer to the source of its fear.
  • A paralyzed creature is incapacitated and can't move or speak. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Cooking the Skeletons

Round 1. Start the fight off by swarming two or three party members-- with one Skeleton using Horrifying Visage to give them disadvantage on attacks. They'll probably try to down that skeleton (since you cant be afraid of a dead thing), which is fine-- we want to have some bones on the floor.

Round 2. By now, a few skeletons are probably dead (especially if they have AoEs). Have a Skeleton that's low on health use Relinquish the Bones on a party member-- this will effectively cast Hold Person on that PC, and more importantly-- it kills that skeleton. That means another skeleton can use their reaction to Reconstruct, and suck up the bones of all the fallen skeletons within 30ft. Gain 1d10 HP per Skeleton Corpse, and one benefit from the reconstruction table (which you can roll or select), noting that you can only gain a benefit once. It may be better to start off with Defensive bonuses-- as soon as they see what skeletons can do, they'll focus down the "Big Boi", as my playtesters nominated him.

Round 3+. Your non-reconstructed skeletons are running support at this point. Horrifying vision & Relinquish the Bones are strong methods of doing so, with the latter not only providing a method of taking a player out of the fight for a round or two, but also letting your big boi absorb more bones to heal. Have your Big Boi stay away from frightened melee players (since they'll not be able to approach him), and instead focus down paralyzed people (for the auto-crit).

If your big boi dies-- that's fine. Another skeleton can immediately use their reaction to absorb all the bones that the previous Big Boi had, effectively giving you a new big boi, with a fresh set of health. Your party can prevent this through either using radiant damage, or by placing the bones in a fire. This makes Create Bonfire (a cantrip) extremely useful!

If you like this monster, get more! ko-fi.com/pipfizzlebang

Skeleton

Medium undead, lawful evil


  • Armor Class 13 (armor scraps)
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned, frightened
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands all languages it spoke in life but can't speak
  • Challenge 1/2 (100 XP) Proficiency Bonus +2

Char the Bones. If this creature is reduced to 0hp with radiant damage it leaves no remains. The bones are also destroyed if they are in a size medium fire at the start of a turn.

Actions

Graven Claw Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing.

Shard of Bone. Ranged Weapon Attack: +4 to hit, range 30ft., one target. Hit: 9 (2d6 + 2) Piercing damage.

Horrifying Visage. Each non-undead creature within 60 feet that can see the Skeleton must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful the effect ends for it.

Relinquish the Bones. The spirit controlling this skeleton attempts to possess the bones of a still living creature. The Skeleton is reduced to 0hp; Choose a humanoid that the skeleton can see within range. The target must succeed on a Wisdom saving throw DC 12 or be paralyzed for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw to end the effect.

Reactions

Reconstruct. As a reaction to a skeleton being reduced to the 0hp within 30ft of this skeleton, the skeleton may absorb it's bones into it's structure, healing it for d10 and increasing it's max HP by the same amount. It gains a benefit from the Reconstruction Table per corpse absorbed in this way. You may not gain the same benefit more than once.



The Reconstruction Table

d8 Benefit Effect
1 Harder Gain +2 to Armor Class
2 Better Gain advantage on saving throws
3 Faster Gain +10ft to movement speed, & spider climb.
4 Stronger When you deal damage to a creature, it must make a DC 12 Strength save or be knocked 10ft back and prone.
5 Bigger Grow a size category.
Reach & Speed increase by 5ft.
6 Meaner When you deal damage to a creature, you may make an additional attack as a bonus action.
7 Smarter The Skeleton has advantage on an Attack roll against a creature if at least one of the Skeleton's allies is within 5 ft. of the creature and the ally isn't Incapacitated.
8 Crueler When you hit a creature with your Graven Claw, they cannot recover hitpoints until the start of your next turn.

If you like this monster, get more!
ko-fi.com/pipfizzlebang

Thank you!

I just wanted to say thank you for checking out my latest release.

While I write the lore & stat blocks for these, I'm not an artist. As such, I use book sales to commission artwork from others to help bring these Encounters to life.

If you like my work & want to help, consider buying my book below (click the image). It contains every encounter I've written, plus all artwork and every monster stat block. That's over 115 pages of content!

Alternatively, you can send Pip a Tip via Ko-Fi, 100% of which is also used for art commissions.



Buy Me a Coffee at ko-fi.com

Click here to view more

$9.99