Skeletons
Skeletons, animated through dark magic or necromantic rituals, are constructed solely from the bones of the deceased. Stripped of flesh and organs, these skeletal beings move with jerky, unnatural motions, entirely devoid of humanity or emotion.
Despite their lack of physical substance, skeletons possess incredible strength and durability, enabling them to wield weapons and engage in combat with living creatures. Often driven by a singular purpose, they typically serve as minions for powerful necromancers or dark lords. Some even postulate that skeletons may retain a form of memory or consciousness from their past lives, a characteristic that renders them all the more perilous.
Tier 1
Skeleton
Medium, Undead
Tier 1, Challenge Points 1, XP: 1
Attributes
AC 11 AP 0 HP 3 Posture 5
- Damage Immunities: Brain, Bleed, Poison, Psychic
- Damage Resistances: Thrust
- Damage Weakness Strike
- Passive Insight/ Perception 8
- Senses Dark Vision
- Language None
Movement
Base 30 Climb/Swim 10 Dash 20 Stats + Skills
STR -1 DEX +3 INT -4 WIS -2 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Undead Mind You are immune to being Confused, Enchanted or Scared.
Actions (1)
Falchion Hit +3, Dmg 1d10 slash or thrust
Aquatic: Being Underwater does not impose disadvantage on the Attacks.
Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
Rib Boomerang Hit +3, Dmg 1d6 strike
Throw Weapon (30/120)
Favorite Weapon: After you throw the Rib, it comes back to you at the end of your turn. You can then choose 1 creature that is between you and the Rib. That creature must succeed on a Reflex Save (DC 11), or take 1 hit from this weapon's Attack.
Reaction
- Use Shield When an Attack would hit you, you can use your Reaction to gain a +3 bonus to your AC.
Undying Skeleton
Medium, Undead
Tier 1, Challenge Points 2, XP: 2
Attributes
AC 11 AP 0 HP 3 Posture 5
- Damage Immunities: Brain, Bleed, Poison, Psychic
- Damage Resistances: Thrust
- Damage Weakness Strike
- Passive Insight/ Perception 8
- Senses Dark Vision
- Language None
Movement
Base 30 Climb/Swim 10 Dash 20 Stats + Skills
STR -1 DEX +3 INT -4 WIS -2 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
Undead Mind You are immune to being Confused, Enchanted or Scared.
Undying When you reach 0 HP, you revive with full HP on the start of the next round. This ability can only be used once per Long rest.
Actions (1)
Falchion Hit +3, Dmg 1d10 slash or thrust
Aquatic: Being Underwater does not impose disadvantage on the Attacks.
Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
Rib Boomerang Hit +3, Dmg 1d6 strike
Throw Weapon (30/120)
Favorite Weapon: After you throw the Rib, it comes back to you at the end of your turn. You can then choose 1 creature that is between you and the Rib. That creature must succeed on a Reflex Save (DC 11), or take 1 hit from this weapon's Attack.
Reaction
- Use Shield When an Attack would hit you, you can use your Reaction to gain a +3 bonus to your AC.
Skeleton Warrior
Medium, Undead
Tier 1, Challenge Points 2, XP: 2
Attributes
AC 15 AP 1 HP 9 Posture 9
- Damage Immunities: Brain, Bleed, Poison, Psychic
- Damage Resistances: Thrust
- Damage Weakness Strike
- Passive Insight/ Perception 8
- Senses Dark Vision
- Language None
Movement
Base 35 Climb/Swim 10 Dash 20 Stats + Skills
STR +1 DEX +5 INT -4 WIS -2 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Undead Mind You are immune to being Confused, Enchanted or Scared.
Actions (1)
Falchion Hit +5, Dmg 1d10 slash or thrust
Aquatic: Being Underwater does not impose disadvantage on the Attacks.
Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
Favorite Weapon: If you deal damage to the HP of a creature, it starts Bleeding (1d6).
Rib Boomerang Hit +5, Dmg 1d6 strike
Throw Weapon (30/120)
Favorite Weapon: After you throw the Rib, it comes back to you at the end of your turn. You can then choose 1 creature that is between you and the Rib. That creature must succeed on a Reflex Save (DC 13), or take 1 hit from this weapon's Attack.
Bonus Action
- Forced Posture You can gain 3 Posture.
Und. Skeleton Warrior
Medium, Undead
Tier 1, Challenge Points 4, XP: 4
Attributes
AC 15 AP 1 HP 9 Posture 9
- Damage Immunities: Brain, Bleed, Poison, Psychic
- Damage Resistances: Thrust
- Damage Weakness Strike
- Passive Insight/ Perception 8
- Senses Dark Vision
- Language None
Movement
Base 35 Climb/Swim 10 Dash 20 Stats + Skills
STR +1 DEX +5 INT -4 WIS -2 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
Undead Mind You are immune to being Confused, Enchanted or Scared.
Undying When you reach 0 HP, you revive with full HP on the start of the next round. This ability can only be used once per Long rest.
Actions (1)
Falchion Hit +5, Dmg 1d10 slash or thrust
Aquatic: Being Underwater does not impose disadvantage on the Attacks.
Versatile: If you Attack with both hands, the damage roll of this weapon becomes 1d12.
Favorite Weapon: If you deal damage to the HP of a creature, it starts Bleeding (1d6).
Rib Boomerang Hit +5, Dmg 1d6 strike
Throw Weapon (30/120)
Favorite Weapon: After you throw the Rib, it comes back to you at the end of your turn. You can then choose 1 creature that is between you and the Rib. That creature must succeed on a Reflex Save (DC 13), or take 1 hit from this weapon's Attack.
Bonus Action
- Forced Posture You can gain 3 Posture.
Skeleton Wolf
Small, Undead
Tier 1, Challenge Point 1, XP: 1
Attributes
AC 12 AP 0 HP 9 Posture 7
- Damage Immunities: Brain, Bleed, Poison, Psychic
- Damage Resistances: Thrust
- Damage Weakness Strike
- Passive Insight/ Perception 14
- Senses Dark Vision
- Language None
Movement
Base 30 Climb/Swim 15 Dash 30 Stats + Skills
STR +3 DEX +4 INT -4 WIS +4 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Tracker: You gain advantage on Nature Checks to track creatures.
- Pack Hunter: You gain advantage on Attacks if there's an ally within 5 feet of the target you are attacking.
- Undead Mind You are immune to being Confused, Enchanted or Scared.
Actions (1)
- Bite Hit +4, Dmg 1d8 thrust
- Armor Piercer: You ignore 2 AP
Undying Skeleton Wolf
Small, Undead
Tier 1, Challenge Point 2, XP: 2
Attributes
AC 12 AP 0 HP 9 Posture 7
- Damage Immunities: Brain, Bleed, Poison, Psychic
- Damage Resistances: Thrust
- Damage Weakness Strike
- Passive Insight/ Perception 14
- Senses Dark Vision
- Language None
Movement
Base 30 Climb/Swim 15 Dash 30 Stats + Skills
STR +3 DEX +4 INT -4 WIS +4 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Tracker: You gain advantage on Nature Checks to track creatures.
- Pack Hunter: You gain advantage on Attacks if there's an ally within 5 feet of the target you are attacking.
- Undead Mind You are immune to being Confused, Enchanted or Scared.
- Undying When you reach 0 HP, you revive with full HP on the start of the next round. This ability can only be used once per Long rest.
Actions (1)
- Bite Hit +4, Dmg 1d8 thrust
- Armor Piercer: You ignore 2 AP
Tier 2
Bone Enchanter
Medium, Undead
Tier 2, Challenge Points 3, XP: 6
Attributes
AC 15 AP 0 HP 5 Posture 7
- Damage Immunities: Brain, Bleed, Poison, Psychic
- Damage Resistances: Thrust
- Damage Weakness Strike
- Passive Insight/ Perception 8
- Senses Dark Vision
- Language None
Movement
Base 30 Climb/Swim 10 Dash 20 Stats + Skills
STR -1 DEX +7 INT -4 WIS -2 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
- Undead Mind You are immune to being Confused, Enchanted or Scared.
Actions (2)
- Revive Skeleton Choose 1 Skeleton corpse that is within 60 feet of you. That Skeleton immediately revives with full HP.
Bonus Action
- Quick Hide You can Hide as a Bonus Action.
Undying Bone Enchanter
Medium, Undead
Tier 2, Challenge Points 6, XP: 12
Attributes
AC 15 AP 0 HP 5 Posture 7
- Damage Immunities: Brain, Bleed, Poison, Psychic
- Damage Resistances: Thrust
- Damage Weakness Strike
- Passive Insight/ Perception 8
- Senses Dark Vision
- Language None
Movement
Base 30 Climb/Swim 10 Dash 20 Stats + Skills
STR -1 DEX +7 INT -4 WIS -2 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
Undead Mind You are immune to being Confused, Enchanted or Scared.
Undying When you reach 0 HP, you revive with full HP on the start of the next round. This ability can only be used once per Long rest.
Pretend Dead On the start of the next round after you revive, you can immediately Hide if possible.
Actions (2)
- Revive Skeleton Choose 1 Skeleton corpse that is within 60 feet of you. That Skeleton immediately revives with full HP.
Bonus Action
- Quick Hide You can Hide as a Bonus Action.
Ogre Skeleton
Enormous, Colossus/ Undead
Tier 2, Challenge Points 8, XP: 16
Attributes
AC 11 AP 3 HP 70 Posture 30
- Damage Immunities: Brain, Bleed, Poison, Psychic
- Damage Resistances: Thrust
- Damage Weakness Strike
- Passive Insight/ Perception 8
- Senses Dark Vision
- Language None
Movement
Base 30 Climb/Swim 10 Dash 20 Stats + Skills
STR +6 DEX -2 INT -4 WIS -2 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 14), or be pushed 20 feet away and become Stunned and Knocked Prone.
Colossus Climb A Medium or smaller creature can attempt to climb onto you. When it does, it must succeed on an Athletics Save (DC 14) or fall. A creature with a Climbing Speed as their Base speed automatically succeeds this Save.
If you hit an Attack against a creature that is climbing you, that creature must also repeat the Save. A creature that climbs 20 feet can reach your neck.
If a creature deals slash or thrust damage with a Melee Attack against your neck, you become weak to that Attacks damage.
Undead Mind You are immune to being Confused, Enchanted or Scared.
Actions (3)
- Great Hammer Hit +6, Dmg 1d12 slash or thrust
- Heavy: You can gain advantage with this Attack, but all Attacks against you also gain advantage until the start of your next turn after this Attack.
- Great Weapon: If you roll a 1, 2 or 3 on the damage roll, you can add a second 1d12 to this damage roll. You do not get to add a third 1d12.
- TwoHanded: Needs two hands to be wielded.
- Favorite Weapon: You ignore 3 AP
- Rib Cage (Concentration) Choose 1 Medium or smaller creature within 5 feet of you. That creature must succeed on a Brawling Save (DC 14), or be placed inside your Rib Cage.
- The creature shares the same space as you, becomes Paralyzed, and starts Bleeding (1d6) and takes 2d6 slash damage at the start of its turns.
- You can only have 1 creature inside you at once, but that creature can break free if you lose Concentration.
- Triumph: This Action has a limit of once per round.
Undying Ogre Skeleton
Enormous, Colossus/ Undead
Tier 2, Challenge Points 16, XP: 32
Attributes
AC 11 AP 3 HP 70 Posture 30
- Damage Immunities: Brain, Bleed, Poison, Psychic
- Damage Resistances: Thrust
- Damage Weakness Strike
- Passive Insight/ Perception 8
- Senses Dark Vision
- Language None
Movement
Base 30 Climb/Swim 10 Dash 20 Stats + Skills
STR +6 DEX -2 INT -4 WIS -2 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Abilities
Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 14), or be pushed 20 feet away and become Stunned and Knocked Prone.
Colossus Climb A Medium or smaller creature can attempt to climb onto you. When it does, it must succeed on an Athletics Save (DC 14) or fall. A creature with a Climbing Speed as their Base speed automatically succeeds this Save.
If you hit an Attack against a creature that is climbing you, that creature must also repeat the Save. A creature that climbs 20 feet can reach your neck.
If a creature deals slash or thrust damage with a Melee Attack against your neck, you become weak to that Attacks damage.
Undead Mind You are immune to being Confused, Enchanted or Scared.
Undying When you reach 0 HP, you revive with full HP on the start of the next round. This ability can only be used once per Long rest.
Actions (3)
- Great Hammer Hit +6, Dmg 1d12 slash or thrust
- Heavy: You gain advantage with this Attack, but all Attacks against you also gain advantage until the start of your next turn after this Attack.
- Great Weapon: If you roll a 1, 2 or 3 on the damage roll, you can add a second 1d12 to this damage roll. You do not get to add a third 1d12.
- TwoHanded: Needs two hands to be wielded.
- Favorite Weapon: You ignore 3 AP
- Rib Cage (Concentration) Choose 1 Medium or smaller creature within 5 feet of you. That creature must succeed on a Brawling Save (DC 14), or be placed inside your Rib Cage.
- The creature shares the same space as you, becomes Paralyzed, and starts Bleeding (1d6) and takes 2d6 slash damage at the start of its turns.
- You can only have 1 creature inside you at once, but that creature can break free if you lose Concentration.
- Triumph: This Action has a limit of once per round.
Tier 3
Giant Skeleton
Gigantic, Colossus/ Undead
Tier 3, Challenge Points 20, XP: 60
Attributes
AC 12 AP 4 HP 171 Posture 78
- Damage Immunities: Brain, Bleed, Poison, Psychic
- Passive Insight/ Perception 8
- Senses Dark Vision
- Language None
Movement
Base 40 Climb/Swim 50 Dash 100 Stats + Skills
STR +11 DEX -2 INT -4 WIS -2 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
- Skeleton Presence At the start of each round, you can make 1 Skeleton appears on the battlefield.
Abilities
- Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 19), or be pushed 20 feet away and become Stunned and Knocked Prone.
- Colossus Climb A Medium or smaller creature can attempt to climb onto you. When it does, it must succeed on an Athletics Save (DC 19) or fall. A creature with a Climbing Speed as their Base speed automatically succeeds this Save.
- If you hit an Attack against a creature that is climbing you, that creature must also repeat the Save. A creature that climbs 20 feet can reach your neck.
- If a creature deals slash or thrust damage with a Melee Attack against your neck, you become weak to that Attacks damage.
- Undead Mind You are immune to being Confused, Enchanted or Scared.
Actions (3)
- Giant Bone Cub Hit +11, Dmg 2d12 strike
- Long Reach The reach of this weapon is 30 feet.
- Giant Rib Boomerang Hit +11, Dmg 2d8 strike
- Throw Weapon (120/300)
- Favorite Weapon: After you throw the Rib, it comes back to you at the end of your turn. You can then choose 1 creature that is between you and the Rib. That creature must succeed on a Reflex Save (DC 19), or take 1 hit from this weapon's Attack.
Undying Giant Skeleton
Gigantic, Colossus/ Undead
Tier 3, Challenge Points 40, XP: 120
Attributes
AC 12 AP 4 HP 171 Posture 78
- Damage Immunities: Brain, Bleed, Poison, Psychic
- Passive Insight/ Perception 8
- Senses Dark Vision
- Language None
Movement
Base 40 Climb/Swim 50 Dash 100 Stats + Skills
STR +11 DEX -2 INT -4 WIS -2 CHA -4
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Action
- Skeleton Presence At the start of each round, you can make 1 Skeleton appears on the battlefield.
Abilities
- Undead Mind You are immune to being Confused, Enchanted or Scared.
- Undying When you reach 0 HP, you revive with full HP on the start of the next round. This ability can only be used once per Long rest.
- Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 19), or be pushed 20 feet away and become Stunned and Knocked Prone.
- Colossus Climb A Medium or smaller creature can attempt to climb onto you. When it does, it must succeed on an Athletics Save (DC 14) or fall. A creature with a Climbing Speed as their Base speed automatically succeeds this Save.
- If you hit an Attack against a creature that is climbing you, that creature must also repeat the Save. A creature that climbs 20 feet can reach your neck.
- If a creature deals slash or thrust damage with a Melee Attack against your neck, you become weak to that Attacks damage.
Actions (3)
- Giant Bone Cub Hit +11, Dmg 2d12 strike
- Long Reach The reach of this weapon is 30 feet.
- Giant Rib Boomerang Hit +11, Dmg 2d8 strike
- Throw Weapon (120/300)
- Favorite Weapon: After you throw the Rib, it comes back to you at the end of your turn. You can then choose 1 creature that is between you and the Rib. That creature must succeed on a Reflex Save (DC 19), or take 1 hit from this weapon's Attack.