CRGreathouse
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I apologize for leaving these unformatted; I'm not typing in vB code for each one!
These are all-purpose skeletons from Wizards' skeleton template; I started to write them out after seeing Malgrin (Legions of Hell) and his retinue.
Girallon skeleton: CR 3; Large Undead; HD 7d12; hp 45; Init +8; Spd 40 ft, climb 40 ft; AC 16 (-1 size, +4 Dex, +3 natural); Melee 4 claws +10 (1d6+8), bite +5 (1d8+4); SQ skeleton immunities, undead; AL NE; SV Fort +2, Ref +6, Will +5; Str 26, Dex 19, Con –, Int –, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Fiendish girallon skeleton: CR 4; Large Undead; HD 7d12; hp 45; Init +8; Spd 40 ft, climb 40 ft; AC 16 (-1 size, +4 Dex, +3 natural); Melee 4 claws +10 (1d6+8), bite +5 (1d8+4); SA smite good; SQ DR 5/+1, fire resistance 10, skeleton immunities, undead; SR 14; AL NE; SV Fort +2, Ref +6, Will +5; Str 26, Dex 19, Con –, Int 3, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SA–Smite Good (Su): 1/day, deal +7 damage to a good creature with a single melee attack.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Boar skeleton: CR 1; Medium-size Undead; HD 3d12; hp 19; Init +5; Spd 40 ft; AC 13 (+2 natural, +1 Dex); Melee gore +3 (1d8+3); SQ skeleton immunities, undead; AL NE; SV Fort +1, Ref +2, Will +3; Str 15, Dex 12, Con –, Int –, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Fiendish boar skeleton: CR 1; Medium-size Undead; HD 3d12; hp 19; Init +5; Spd 40 ft; AC 13 (+2 natural, +1 Dex); Melee gore +3 (1d8+3); SA smite good; SQ fire resistance 5, skeleton immunities, undead; SR 6; AL NE; SV Fort +1, Ref +2, Will +3; Str 15, Dex 12, Con –, Int 3, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SA–Smite Good (Su): 1/day, deal +3 damage to a good creature with a single melee attack.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Brown bear skeleton: CR 3; Large Undead; HD 6d12; hp 39; Init +6; Spd 40 ft; AC 14 (-1 size, +3 natural, +2 Dex); Melee 2 claws +10 (1d8+8), bite +5 (2d8+4); SQ skeleton immunities, undead; AL NE; SV Fort +2, Ref +4, Will +5; Str 27, Dex 15, Con –, Int –, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Fiendish brown bear skeleton: CR 4; Large Undead; HD 6d12; hp 39; Init +6; Spd 40 ft; AC 14 (-1 size, +3 natural, +2 Dex); Melee 2 claws +10 (1d8+8), bite +5 (2d8+4); SA smite good; SQ DR 5/+1, fire resistance 10, skeleton immunities, undead; SR 12; AL NE; SV Fort +2, Ref +4, Will +5; Str 27, Dex 15, Con –, Int 3, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SA–Smite Good (Su): 1/day, deal +6 damage to a good creature with a single melee attack.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Elephant skeleton: CR 5; Huge Undead; HD 11d12; hp 71; Init +5; Spd 40 ft; AC 13 (-2 size, +4 natural, +1 Dex); Melee slam +13 (2d6+10), 2 stamps +8 (2d6+5), or gore +13 (2d8+15); SQ skeleton immunities, undead; AL NE; SV Fort +3, Ref +4, Will +7; Str 30, Dex 12, Con –, Int –, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Fiendish elephant skeleton: CR 7; Huge Undead; HD 11d12; hp 71; Init +5; Spd 40 ft; AC 13 (-2 size, +4 natural, +1 Dex); Melee slam +13 (2d6+10), 2 stamps +8 (2d6+5), or gore +13 (2d8+15); SA smite good; SQ DR 5/+2, fire resistance 10, skeleton immunities, undead; SR 22; AL NE; SV Fort +3, Ref +4, Will +7; Str 30, Dex 12, Con –, Int 3, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SA–Smite Good (Su): 1/day, deal +11 damage to a good creature with a single melee attack.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Rhinoceros skeleton: CR 4; Large Undead; HD 8d12; hp 52; Init +5; Spd 30 ft; AC 13 (-1 size, +3 natural, +1 Dex); Melee gore +11 (2d6+12); SQ skeleton immunities, undead; AL NE; SV Fort +2, Ref +3, Will +6; Str 26, Dex 12, Con –, Int –, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Fiendish rhinoceros skeleton: CR 6; Large Undead; HD 8d12; hp 52; Init +5; Spd 30 ft; AC 13 (-1 size, +3 natural, +1 Dex); Melee gore +11 (2d6+12); SA smite good; SQ DR 5/+2, fire resistance 15, skeleton immunities, undead; SR 16; AL NE; SV Fort +2, Ref +3, Will +6; Str 26, Dex 12, Con –, Int 3, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SA–Smite Good (Su): 1/day, deal +8 damage to a good creature with a single melee attack.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Bugbear skeleton: CR 1; Medium-size Undead; HD 3d12; hp 19; Init +6; Spd 30 ft; AC 17 (+2 Dex, +2 natural, +2 leather, +1 small shield); Melee morningstar +3 (1d8+2), or claw +3 (1d4+2); Ranged javelin +3 (1d6+2); SQ skeleton immunities, undead; AL NE; SV Fort +1, Ref +3, Will +3; Str 15, Dex 14, Con –, Int –, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Fiendish bugbear skeleton: CR 1; Medium-size Undead; HD 3d12; hp 19; Init +6; Spd 30 ft; AC 17 (+2 Dex, +2 natural, +2 leather, +1 small shield); Melee morningstar +3 (1d8+2), or claw +3 (1d4+2); Ranged javelin +3 (1d6+2); SA smite good; SQ fire resistance 5, skeleton immunities, undead; AL NE; SV Fort +1, Ref +3, Will +3; Str 15, Dex 14, Con –, Int 3, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SA–Smite Good (Su): 1/day, deal +3 damage to a good creature with a single melee attack.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
These are all-purpose skeletons from Wizards' skeleton template; I started to write them out after seeing Malgrin (Legions of Hell) and his retinue.
Girallon skeleton: CR 3; Large Undead; HD 7d12; hp 45; Init +8; Spd 40 ft, climb 40 ft; AC 16 (-1 size, +4 Dex, +3 natural); Melee 4 claws +10 (1d6+8), bite +5 (1d8+4); SQ skeleton immunities, undead; AL NE; SV Fort +2, Ref +6, Will +5; Str 26, Dex 19, Con –, Int –, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Fiendish girallon skeleton: CR 4; Large Undead; HD 7d12; hp 45; Init +8; Spd 40 ft, climb 40 ft; AC 16 (-1 size, +4 Dex, +3 natural); Melee 4 claws +10 (1d6+8), bite +5 (1d8+4); SA smite good; SQ DR 5/+1, fire resistance 10, skeleton immunities, undead; SR 14; AL NE; SV Fort +2, Ref +6, Will +5; Str 26, Dex 19, Con –, Int 3, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SA–Smite Good (Su): 1/day, deal +7 damage to a good creature with a single melee attack.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Boar skeleton: CR 1; Medium-size Undead; HD 3d12; hp 19; Init +5; Spd 40 ft; AC 13 (+2 natural, +1 Dex); Melee gore +3 (1d8+3); SQ skeleton immunities, undead; AL NE; SV Fort +1, Ref +2, Will +3; Str 15, Dex 12, Con –, Int –, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Fiendish boar skeleton: CR 1; Medium-size Undead; HD 3d12; hp 19; Init +5; Spd 40 ft; AC 13 (+2 natural, +1 Dex); Melee gore +3 (1d8+3); SA smite good; SQ fire resistance 5, skeleton immunities, undead; SR 6; AL NE; SV Fort +1, Ref +2, Will +3; Str 15, Dex 12, Con –, Int 3, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SA–Smite Good (Su): 1/day, deal +3 damage to a good creature with a single melee attack.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Brown bear skeleton: CR 3; Large Undead; HD 6d12; hp 39; Init +6; Spd 40 ft; AC 14 (-1 size, +3 natural, +2 Dex); Melee 2 claws +10 (1d8+8), bite +5 (2d8+4); SQ skeleton immunities, undead; AL NE; SV Fort +2, Ref +4, Will +5; Str 27, Dex 15, Con –, Int –, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Fiendish brown bear skeleton: CR 4; Large Undead; HD 6d12; hp 39; Init +6; Spd 40 ft; AC 14 (-1 size, +3 natural, +2 Dex); Melee 2 claws +10 (1d8+8), bite +5 (2d8+4); SA smite good; SQ DR 5/+1, fire resistance 10, skeleton immunities, undead; SR 12; AL NE; SV Fort +2, Ref +4, Will +5; Str 27, Dex 15, Con –, Int 3, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SA–Smite Good (Su): 1/day, deal +6 damage to a good creature with a single melee attack.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Elephant skeleton: CR 5; Huge Undead; HD 11d12; hp 71; Init +5; Spd 40 ft; AC 13 (-2 size, +4 natural, +1 Dex); Melee slam +13 (2d6+10), 2 stamps +8 (2d6+5), or gore +13 (2d8+15); SQ skeleton immunities, undead; AL NE; SV Fort +3, Ref +4, Will +7; Str 30, Dex 12, Con –, Int –, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Fiendish elephant skeleton: CR 7; Huge Undead; HD 11d12; hp 71; Init +5; Spd 40 ft; AC 13 (-2 size, +4 natural, +1 Dex); Melee slam +13 (2d6+10), 2 stamps +8 (2d6+5), or gore +13 (2d8+15); SA smite good; SQ DR 5/+2, fire resistance 10, skeleton immunities, undead; SR 22; AL NE; SV Fort +3, Ref +4, Will +7; Str 30, Dex 12, Con –, Int 3, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SA–Smite Good (Su): 1/day, deal +11 damage to a good creature with a single melee attack.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Rhinoceros skeleton: CR 4; Large Undead; HD 8d12; hp 52; Init +5; Spd 30 ft; AC 13 (-1 size, +3 natural, +1 Dex); Melee gore +11 (2d6+12); SQ skeleton immunities, undead; AL NE; SV Fort +2, Ref +3, Will +6; Str 26, Dex 12, Con –, Int –, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Fiendish rhinoceros skeleton: CR 6; Large Undead; HD 8d12; hp 52; Init +5; Spd 30 ft; AC 13 (-1 size, +3 natural, +1 Dex); Melee gore +11 (2d6+12); SA smite good; SQ DR 5/+2, fire resistance 15, skeleton immunities, undead; SR 16; AL NE; SV Fort +2, Ref +3, Will +6; Str 26, Dex 12, Con –, Int 3, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SA–Smite Good (Su): 1/day, deal +8 damage to a good creature with a single melee attack.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Bugbear skeleton: CR 1; Medium-size Undead; HD 3d12; hp 19; Init +6; Spd 30 ft; AC 17 (+2 Dex, +2 natural, +2 leather, +1 small shield); Melee morningstar +3 (1d8+2), or claw +3 (1d4+2); Ranged javelin +3 (1d6+2); SQ skeleton immunities, undead; AL NE; SV Fort +1, Ref +3, Will +3; Str 15, Dex 14, Con –, Int –, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Fiendish bugbear skeleton: CR 1; Medium-size Undead; HD 3d12; hp 19; Init +6; Spd 30 ft; AC 17 (+2 Dex, +2 natural, +2 leather, +1 small shield); Melee morningstar +3 (1d8+2), or claw +3 (1d4+2); Ranged javelin +3 (1d6+2); SA smite good; SQ fire resistance 5, skeleton immunities, undead; AL NE; SV Fort +1, Ref +3, Will +3; Str 15, Dex 14, Con –, Int 3, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SA–Smite Good (Su): 1/day, deal +3 damage to a good creature with a single melee attack.
SQ–Skeleton Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they suffer only half damage from piercing and slashing weapons.
SQ–Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
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