Skeleton click to see monster

Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.

A skeleton is seldom garbed in anything more than the rotting remnants of any clothing or armor it was wearing when slain. A skeleton does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this limitation, its instructions must always be simple. A skeleton attacks until destroyed.

Creating A Skeleton

"Skeleton" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type

The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice

Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can’t be made into a skeleton by the animate dead spell.

Speed

Winged skeletons can’t use their wings to fly. If the base creature flew magically, so can the skeleton.

Skeleton Size Natural Armor Bonus
Tiny or smaller +0
Small +1
Medium or Large +2
Huge +3
Gargantuan +6
Colossal +10
Armor Class

Natural armor bonus changes to a number based on the skeleton’s size:

Attacks

A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton’s base attack bonus is equal to ½ its Hit Dice.

Skeleton Size Claw Damage
Diminutive or Fine 1
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8
Hit Dice Challenge Rating
½ 1/6
1 1/3
2-3 1
4-5 2
6-7 3
8-9 4
10-11 5
12-14 6
15-17 7
18-20 8
Damage

Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton’s size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it’s better.)

Special Attacks

A skeleton retains none of the base creature’s special attacks.

Special Qualities

A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities.

Immunity to Cold (Ex)

Skeletons are not affected by cold.

Damage Reduction (Ex)

A skeleton has damage deduction 5/bludgeoning. Skeletons lack flesh or internal organs.

Saves

Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +½ HD + 2.

Abilities

A skeleton’s Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.

Skills

A skeleton has no skills.

Feats

A skeleton loses all feats of the base creature and gains Improved Initiative.

Environment

Any, usually same as base creature.

Organization

Any.

Challenge Rating

Depends on Hit Dice. See table.

Treasure

None.

Alignment

Always neutral evil.

Advancement

As base creature (or — if the base creature advances by character class).

Level Adjustment

None.

Human Warrior Skeleton Wolf Skeleton Owlbear Skeleton
Size/Type: Medium Undead Medium Undead Large Undead
Hit Dice: 1d12 (6 hp) 2d12 (13 hp) 5d12 (32 hp)
Initiative: +5 +7 +6
Speed: 30 ft. (6 squares) 50 ft. (10 squares) 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +2 natural, +2 heavy steel shield), touch 11, flat-footed 14 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 13 (-1 size, +2 Dex, +2 natural), touch 11, flat-footed 11
Base Attack/Grapple: +0/+1 +1/+2 +2/+11
Attack: Scimitar +1 melee (1d6+1/18-20) or claw +1 melee (1d4+1) Bite +2 melee (1d6+1) Claw +6 melee (1d6+5)
Full Attack: Scimitar +1 melee (1d6+1/18-20) or 2 claws +1 melee (1d4+1) Bite +2 melee (1d6+1) 2 claws +6 melee (1d6+5) and bite +1 melee (1d8+2)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft.
Special Attacks:
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +0, Ref +1, Will +2 Fort +0, Ref +3, Will +3 Fort +1, Ref +3, Will +4
Abilities: Str 13, Dex 13, Con Ø, Int Ø, Wis 10, Cha 1 Str 13, Dex 17, Con Ø, Int Ø, Wis 10, Cha 1 Str 21, Dex 14, Con Ø, Int Ø, Wis 10, Cha 1
Feats: Improved Initiative Improved Initiative Improved Initiative
Environment: Temperate plains Temperate forests Temperate forests
Organization: Any Any Any
Challenge Rating: 1/3 1 2
Treasure: None None None
Alignment: Always neutral evil Always neutral evil Always neutral evil
Advancement: 3 HD (Medium); 4-6 HD (Large) 6-8 HD (Large); 9-15 HD (Huge)
Level Adjustment:
Troll Skeleton Chimera Skeleton Ettin Skeleton
Size/Type: Large Undead Large Undead Large Undead
Hit Dice: 6d12 (39 hp) 9d12 (58 hp) 10d12 (65 hp)
Initiative: +7 +6 +4
Speed: 30 ft. (6 squares) 30 ft. (6 squares) 40 ft. (8 squares)
Armor Class: 14 (+3 Dex, -1 size, +2 natural), touch 12, flat-footed 11 13 (+2 Dex., -1 size, +2 natural), touch 11, flat-footed 11 11 (-1 size, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple: +3/+13 +4/+12 +5/+15
Attack: Claw +8 melee (1d6+6) Bite +7 melee (2d6+4) Morningstar +10 melee (2d6+6) or claw +10 melee (1d6+6) or javelin +4 ranged (1d8+6)
Full Attack: 2 claws +8 melee (1d6+6) and bite +3 melee (1d6+3) Bite +7 melee (2d6+4) and bite+7 melee (1d8+4) and gore +7 melee (1d8+4) and 2 claws +2 melee (1d6+2) 2 morningstars +10 melee (2d6+6) or 2 claws +10 melee (1d6+6) or 2 javelins +4 ranged (1d8+6)
Space/Reach: 10 ft./10 ft 10 ft./5 ft 10 ft./10 ft.
Special Attacks:
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, superior two-weapon fighting
Saves: Fort +2, Ref +5, Will +5 Fort +3, Ref +5, Will +6 Fort +3, Ref +3, Will +7
Abilities: Str 23, Dex 16, Con Ø, Int Ø, Wis 10, Cha 1 Str 19, Dex 15, Con Ø, Int Ø, Wis 10, Cha 1 Str 23, Dex 10, Con Ø, Int Ø, Wis 10, Cha 1
Feats: Improved Initiative Improved Initiative Improved Initiative
Environment: Cold mountains Temperate hills Cold hills
Organization: Any Any Any
Challenge Rating: 3 4 5
Treasure: None None None
Alignment: Always neutral evil Always neutral evil Always neutral evil
Advancement: 10-13 HD (Large); 14-27 HD (Huge)
Level Adjustment:
Advanced Megaraptor Skeleton Cloud Giant Skeleton Young Adult Red Dragon Skeleton
Size/Type: Huge Undead Huge Undead Huge Undead (Fire)
Hit Dice: 12d12 (78 hp) 17d12 (110 hp) 19d12 (123 hp)
Initiative: +7 +6 +5
Speed: 60 ft. (12 squares) 50 ft. (10 squares) 40 ft. (8 squares)
Armor Class: 14 (-2 size, +3 Dex, +3 natural), touch 11, flat-footed 11 13 (-2 size, +2 Dex, +3 natural), touch 10, flat-footed 11 12 (-2 size, +1 Dex, +3 natural), touch 9, flat-footed 11
Base Attack/Grapple: +6/+19 +8/+28 +9/+27
Attack: Talons +9 melee (2d8+5) Gargantuan morningstar +18 melee (4d6+18) or claw +18 melee (1d8+12) or rock +8 ranged (2d8+12) Bite +17 melee (2d8+10)
Full Attack: Talons +9 melee (2d8+5) and 2 claws +4 melee (1d8+2) and bite +4 melee (2d6+2) Gargantuan morningstar +18/+13 melee (4d6+18) or 2 claws +18 melee (1d8+12) or rock +8 ranged (2d8+12) Bite +17 melee (2d8+10) and 2 claws +12 melee (2d6+5) and 2 wings +12 melee (1d8+5) and tail slap +12 melee (2d6+15)
Space/Reach: 15 ft./10 ft. 15 ft./15 ft. 15 ft./10 ft.
Special Attacks:
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, oversize weapon, undead traits Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, undead traits
Saves: Fort +4, Ref +7, Will +8 Fort +5, Ref +7, Will +10 Fort +6, Ref +7, Will +8
Abilities: Str 21, Dex 17, Con Ø, Int Ø, Wis 10, Cha 1 Str 35, Dex 15, Con Ø, Int Ø, Wis 10, Cha 1 Str 31, Dex 12, Con Ø, Int Ø, Wis 10, Cha 1
Feats: Improved Initiative Improved Initiative Improved Initiative
Environment: Warm forests Temperate mountains Warm mountains
Organization: Any Any Any
Challenge Rating: 6 7 8
Treasure: None None None
Alignment: Always neutral evil Always neutral evil Always neutral evil
Advancement: 13-16 HD (Huge); 17-20 HD (Gargantuan) 20 HD (Huge)
Level Adjustment: