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  SYSTEM REFERENCE DOCUMENT 3.5  
SKELETON

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.

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

Tiny or smaller

+0

Small

+1

Medium or Large

+2

Huge

+3

Gargantuan

+6

Colossal

+10

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 1/2 its Hit Dice.

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.)

Diminutive or Fine

1

Tiny

1d2

Small

1d3

Medium

1d4

Large

1d6

Huge

1d8

Gargantuan

2d6

Colossal

2d8

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 5/Bludgeoning: Skeletons lack flesh or internal organs.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 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, as follows:

Hit Dice

Challenge Rating

1/2

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

Treasure: None.

Alignment: Always neutral evil.

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

Level Adjustment: —.


 

Human Warrior Skeleton

Wolf Skeleton

Owlbear Skeleton

 

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 —, Int —, Wis 10, Cha 1

Str 13, Dex 17, Con —, Int —, Wis 10, Cha 1

Str 21, Dex 14, Con —, Int —, 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

 

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., darkvision 60 ft., immunity to cold, superior twoweapon

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 —, Int —, Wis 10, Cha 1

Str 19, Dex 15, Con —, Int —, Wis 10, Cha 1

Str 23, Dex 10, Con —, Int —, 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

 

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 —, Int —, Wis 10, Cha 1

Str 35, Dex 15, Con —, Int —, Wis 10, Cha 1

Str 31, Dex 12, Con —, Int —, 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:

Double Ended Spear Terminator Bar
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