Fun with skeletons

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.
 
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Hill giant skeleton: CR 6; Large Undead; HD 12d12; hp 78; Init +4; Spd 40 ft; AC 15 (-1 size, +3 natural, +3 hide); Melee Huge greatclub +12/+7 (2d6+10), or 2 claws +12 (1d6+7); Ranged rock +6/+1 (2d6+7); SQ skeleton immunities, undead; AL NE; SV Fort +4, Ref +4, Will +8; Str 25, Dex 10, 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 hill giant skeleton: CR 8; Large Undead; HD 12d12; hp 78; Init +4; Spd 40 ft; AC 15 (-1 size, +3 natural, +3 hide); Melee Huge greatclub +12/+7 (2d6+10), or 2 claws +12 (1d6+7); Ranged rock +6/+1 (2d6+7); SA smite good; SQ DR 10/+3, fire resistance 20, skeleton immunities, undead; SR 24; AL NE; SV Fort +4, Ref +4, Will +8; Str 25, Dex 10, Con –, Int 3, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SA–Smite Good (Su): 1/day, deal +12 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.

Griffon skeleton: CR 3; Large Undead; HD 7d12; hp 45; Init +7; Spd 30 ft; AC 15 (-1 size, +3 Dex, +3 natural); Melee bite +7 (2d6+4), 2 claws +2 (1d6+2); SQ skeleton immunities, undead; AL NE; SV Fort +2, Ref +5, Will +5; Str 18, Dex 17, 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 griffon skeleton: CR 4; Large Undead; HD 7d12; hp 45; Init +7; Spd 30 ft; AC 15 (-1 size, +3 Dex, +3 natural); Melee bite +7 (2d6+4), 2 claws +2 (1d6+2); SA smite good; SQ DR 5/+1, fire resistance 10, skeleton immunities, undead; SR 14; AL NE; SV Fort +2, Ref +5, Will +5; Str 18, Dex 17, 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.

Skeleton: CR ½; Medium-size Undead; HD 1d12; hp 6; Init +5; Spd 30 ft; AC 15 (+1 Dex, +2 natural, +2 leather); Melee 2 claws +0 (1d4); SQ skeleton immunities, undead; AL NE; SV Fort +2, Ref +5, Will +5; Str 11, Dex 13, 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 skeleton: CR ½; Medium-size Undead; HD 1d12; hp 6; Init +5; Spd 30 ft; AC 15 (+1 Dex, +2 natural, +2 leather); Melee 2 claws +0 (1d4); SA smite good; SQ fire resistance 5, skeleton immunities, undead; SR 2; AL NE; SV Fort +2, Ref +5, Will +5; Str 11, Dex 13, Con –, Int 3, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SA–Smite Good (Su): 1/day, deal +1 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.

Orc skeleton: CR ½; Medium-size Undead; HD 1d12; hp 6; Init +5; Spd 30 ft; AC 14 (+1 Dex, +2 natural, +1 padded); Melee greataxe +2 (1d12+3/crit x3); SQ skeleton immunities, undead; AL NE; SV Fort +4, Ref +4, Will +8; 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 orc skeleton: CR ½; Medium-size Undead; HD 1d12; hp 6; Init +5; Spd 30 ft; AC 14 (+1 Dex, +2 natural, +1 padded); Melee greataxe +2 (1d12+3/crit x3); SA smite good; SQ fire reduction 5, skeleton immunities, undead; SR 2; AL NE; SV Fort +4, Ref +4, Will +8; Str 15, Dex 12, Con –, Int 3, Wis 10, Cha 1.
Skills and Feats: Improved Initiative.
SA–Smite Good (Su): 1/day, deal +1 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.

Dire lion skeleton: CR 4; Large Undead; HD 8d12; hp 52; Init +7; Spd 40 ft; AC 15 (-1 size, +3 Dex, +3 natural); Melee 2 claws +10 (1d6+7), bite +5 (1d8+3); SQ skeleton immunities, undead; AL NE; SV Fort +2, Ref +5, Will +6; Str 25, Dex 17, 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 dire lion skeleton: CR 6; Large Undead; HD 8d12; hp 52; Init +7; Spd 40 ft; AC 15 (-1 size, +3 Dex, +3 natural); Melee 2 claws +10 (1d6+7), bite +5 (1d8+3); SA smite good; SQ DR 5/+2, fire resistance 15, skeleton immunities, undead; SR 16; AL NE; SV Fort +2, Ref +5, Will +6; Str 25, Dex 17, 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.
 

How about a kaiju skeleton?

Great skeletons!
My contribution is a skeleton with a kaiju template.

Skeleton Kaiju CR 15 Colossal Undead HD 41d12 hp 260 Initiative +3 (-1 Dex, +4 Improved Initiative) Speed 30 ft AC 32 (-1 Dex, -8 size, +41 natural) Attacks 2 claws +30 melee Damage Claw 2d8+18 Face/Reach 40 ft by 40 ft/20 ft SA: Trample, breath weapon SQ: Undead, immunities, DR 25/+5, darkvision 120 ft, immunities, fire resistance 50, SR 25, fast healing 20 SV: Fort +13, Ref +12, Will +22 Str 46, Dex 8, Con -, Int 2, Wis 10, Cha 31 AL N
Skills and Feats: Climb +28, Jump +28; Improved Initiative; Improved Trample, Power Attack
Combat:
Trample (Ex): As a standard action during its turn each round, the kaiju can run over opponents of Gargantuan size or smaller. The trample deals 4d12+10 damage, Reflex save (DC 39) for half damage. With its Improved trample feat, the kaiju does not draw any attacks of opportunity from opponents being trampled and does double damage to structures being trampled.
Breath Weapon (Su): Useable once every 1d4 rounds, the skeleton can shoot forth a line of fire 100 ft long doing 10d6 damage (Reflex Save DC 40 half).
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.
Immunities (Ex): The skeleton has cold immunity and takes half damage from piercing and slashing weapons.

Note: The base creature for the Kaiju template was a Medium-size skeleton in the MM.
 


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