Good catch. I must've copied the wrong line from the SRD.
Fixed.
Defiling Skeleton
CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Band
ACTIVITY CYCLES: Any
DIET: Nil
INTELLIGENCE: Non- (0)
TREASURE; Nil
ALIGNMENT: Neutral
NO. APPEARING: 2-20 (2d10)
ARMOR CLASS: 6
MOVEMENT: 12
HIT DICE: 4+4
THACO: 17
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1d6/1d6 or by Weapon
SPECIAL ATTACKS: None
SPECIAL DEFENSES: Defiling regeneration
MAGIC RESISTANCE: As skeleton
SIZE: M (5’-6’)
MORALE: Special
XP VALUE: 975
Defiling skeletons are found only in the DARK SUN® campaign, where they are among the most feared and reviled of undead soldiers. An obsidian jewel is imbedded in each skeleton’s forehead. Many of them have blackened bones, as though they’ve been burned. All carry weapons, usually swords or clubs.
Combat: Defiling skeletons absorb life energy in order to regenerate. When a defiling skeleton is reduced to 0 hp, it collapses and becomes inert for one round. The next round, it defiles an area equal to the casting of a 3rd-level spell. While this defiling takes place, the obsidian jewel in the skeleton’s forehead glows brightly. The next round it rises up, restored to full hit points. Striking the skeleton while it is inert or regenerating has no effect, nor does it delay the regeneration. Only the destruction of the jewel embedded in its forehead or a successful dispel magic can stop the regeneration.
The jewel is AC 4 and has 6 hp (which do not regenerate). During melee, it can be struck with a called shot. Dispel magic prevents regeneration for one round per level of the caster and causes the skeleton to collapse. During this time the jewel must be destroyed, or the regeneration starts again.
Special Ingredients: An obsidianjewel must be implanted in the skeleton’s forehead. The jewel is inscribed with a special glyph. A second animate dead spell must be cast in conjunction with the first, along with vampiric touch.
Originally appeared in Dragon Magazine #234 (1996).