Drudge Skeletons
Reanimated warriors pulled from the shallow graves of those who died on the battlefield, drudge skeletons are created from the remains of soldiers who died in bogs and swamps. The rapid decomposition of flesh in the fetid water, combined with the fossilization of their bones, gives drudge skeletons an amazing resilience.
Resistant to Death Able to bounce back from almost any attack, a lone drudge skeleton can harry an entire group of living soldiers, almost unstoppable without the proper knowledge. A small group of drudge skeletons can, in many ways, rival an entire squad of soldiers on the battlefield. The fossilization of the bones in a drudge skeleton allows the necromantic energies to bond tightly, causing them to be far more resistant to a second death than other undead. The only surefire way to prevent a drudge skeleton from simply reassembling itself when downed is to crush the bones themselves.
Haphazard Weapons Like many reanimated dead, a drudge skeleton is often pulled from the ground already wearing armor and holding weapons. Such items are rarely of high quality, mired in mud and water for years. However, the fossilized bones of the drudge skeleton are also less likely to break under heavy loads, allowing these skeletons to carry and wear any fresh gear they’re supplied with. While rare to see, a drudge skeleton is entirely capable of wearing plate armor and holding a greatsword, giving them another distinct advantage over the shattered blades and cracked armor of their standard brethren.
Drudge Skeletons
Reanimated warriors pulled from the shallow graves of those who died on the battlefield, drudge skeletons are created from the remains of soldiers who died in bogs and swamps. The rapid decomposition of flesh in the fetid water, combined with the fossilization of their bones, gives drudge skeletons an amazing resilience.
Armor Class | 15 (broken armor) | ||
---|---|---|---|
Hit Points | 6d8+18 | ||
Speed | 30 ft. | ||
Strength | 14 (+2) | ||
Dexterity | 10 (+0) | ||
Constitution | 16 (+3) | ||
Intelligence | 6 (-2) | ||
Wisdom | 8 (-1) | ||
Charisma | 5 (-3) | ||
Damage Vulnerabilities | Bludgeoning | ||
Damage Immunities | Poison | Piercing | |
Condition Immunities | Exhaustion | Poisoned | |
Senses | Darkvision 60 ft. | Perception 9 | |
Languages | Understands all languages it knew in life but can not speak | ||
Challenge | 2 (450 XP) | ||
Special | Regenerate | Whenever the skeleton would be reduced to 0 hit points | by any damage other than bludgeoning, |
it makes a Constitution saving throw with a DC equal to 10 | or half the damage dealt, whichever is higher. | If the skeleton succeeds on the saving throw, | it instead takes no damage |
Action 1 | Longsword | Melee Weapon Attack | d20+4 to hit |
Reach 5ft., one target | Hit 1d8+2 slashing damage | ||
Action 2 | Light Crossbow | Range Weapon Attack | d20+2 to hit |
Range 80/320 ft., one target | Hit 1d8+2 piercing damage |
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