Skeleton
Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.
Animated Dead
Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it.
While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms.
Obedient Servants
Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can't read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks.
A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished.
Although they lack the intellect they possessed in life, skeletons aren't mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn't work, it searches for another way through or around the obstacle.
Habitual Behaviors
Independent skeletons temporarily or permanently free of a master's control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can't eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance.
When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation.
Undead Nature
A skeleton doesn't require air, food, drink, or sleep.
Statblocks
Journeys through the Radiant Citadel (5e)
Allosaurus Skeleton CR: 2
STR
19 +4
DEX
13 +1
CON
17 +3
INT
2 -4
WIS
12 +1
CHA
5 -3
Pounce. If the skeleton moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the skeleton can make one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Storm King's Thunder (5e)
Ankylosaurus Skeleton CR: 3
STR
19 +4
DEX
11 +0
CON
15 +2
INT
2 -4
WIS
12 +1
CHA
5 -3
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., Hit: 18 (4d6 + 4) piercing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. Succeed on a DC14 Strength saving throw or be knocked prone.
Flee, Mortals! (5e)
Decrepit Skeleton CR: 1/4
STR
11 +0
DEX
13 +1
CON
10 +0
INT
7 -2
WIS
10 +0
CHA
4 -3
Bone Weapons. The skeleton's weapon attacks are magical. They use their bones as ammunition for their bone bow, regrowing used bones every dusk.
Minion. If the skeleton takes damage from an attack or as the result of a failed saving throw, their hit points are reduced to 0. If the skeleton takes damage from another effect, they die if the damage equals or exceeds their hit point maximum; otherwise they take no damage.
Actions
Bone Bow (Group Attack). Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 1 piercing damage. If the target is a creature and three or more skeleton minions joined the attack, the skeletons can choose another creature they can see within 5 feet of the original target. The second target takes 2 piercing damage.
Bone Knife (Group Attack). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Sleeping Dragon's Wake (5e)
Giant Shark Skeleton CR: 5
STR
23 +6
DEX
11 +0
CON
21 +5
INT
1 -5
WIS
10 +0
CHA
5 -3
Blood Frenzy. The giant shark skeleton has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
Monster Manual (5e) 2014
Minotaur Skeleton CR: 2
STR
18 +4
DEX
11 +0
CON
15 +2
INT
6 -2
WIS
8 -1
CHA
5 -3
Charge. If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Actions
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Suggested Environments
Underdark
Tales from the Yawning Portal
Ogre Skeleton CR: 2
STR
19 +4
DEX
8 -1
CON
16 +3
INT
5 -3
WIS
7 -2
CHA
7 -2
Actions
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Ghosts of Saltmarsh (5e)
Skeletal Alchemist CR: 1/2
STR
9 -1
DEX
13 +1
CON
15 +2
INT
14 +2
WIS
10 +0
CHA
9 -1
Magic Resistance. The skeletal alchemist has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The skeletal alchemist makes two Lob Acid attacks.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 4 (1d6 + 1) slashing damage.
Lob Acid. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 5 (1d8 + 1) acid damage.
Ghosts of Saltmarsh (5e)
Skeletal Juggernaut CR: 5
STR
16 +3
DEX
14 +2
CON
15 +2
INT
6 -2
WIS
8 -1
CHA
5 -3
Disassemble. If the juggernaut is reduced to 0 hit points, twelve skeletons rise from its remains.
Falling Apart. If the juggernaut does not have all of its hit points at the start of its turn, it loses 10 hit points.
Actions
Multiattack. The juggernaut makes two claws attacks.
Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Avalanche of Bones (Recharge 5–6). The juggernaut collapses into a large heap before quickly reforming. Each creature within 10 feet of the juggernaut must make a DC 14 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also knocked prone.
Baldur's Gate: Descent into Avernus (5e)
Skeletal Rats CR: 1/4
STR
9 -1
DEX
11 +0
CON
9 -1
INT
2 -4
WIS
10 +0
CHA
3 -4
Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.
Actions
Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
Ghosts of Saltmarsh (5e)
Skeletal Swarm CR: 2
STR
12 +1
DEX
14 +2
CON
15 +2
INT
6 -2
WIS
8 -1
CHA
5 -3
Deafening Clatter. Creatures are deafened while in the swarm's space.
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small humanoid. The swarm can't regain hit points or gain temporary hit points.
Actions
Slash. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 11 (2d8 + 2) slashing damage, or 6 (1d8 + 2) slashing damage if the swarm has half of its hit points or fewer.
Monster Manual (5e)
Skeleton CR: 1/4
STR
10 +0
DEX
14 +2
CON
15 +2
INT
6 -2
WIS
8 -1
CHA
5 -3
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Suggested Environments
Urban
Flee, Mortals! (5e)
Skeleton (Flee, Mortals!) CR: 1/4
STR
10 +0
DEX
15 +2
CON
11 +0
INT
9 -1
WIS
13 +1
CHA
4 -3
Bone Weapons. The skeleton's weapon attacks are magical. They use their bones as ammunition for their bone bow, regrowing used bones every dusk.
Hail of Bones. If the skeleton is reduced to 0 hit points by bludgeoning, force, or thunder damage, the skeleton is destroyed in an explosion of bone. Each creature within 5 feet of them takes 4 piercing damage.
Actions
Bone Bow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 4 (1d4 + 2) piercing, and if the target regains hit points before the start of the skeleton's next turn, the number of hit points the target regains is halved.
Bone Knife. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. If the target is a creature, they have disadvantage on attack rolls until the end of this turn.
Monster Manual (5e)
Warhorse Skeleton CR: 1/2
STR
18 +4
DEX
11 +0
CON
15 +2
INT
2 -4
WIS
8 -1
CHA
5 -3
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Sources
Flee, Mortals! (5e), p 252, 254
Ghosts of Saltmarsh (5e), p 253-254
Journey's through the Radiant Citadel (5e), p 57
Monster Manual (5e), p 272-273
Sleeping Dragon's Wake (5e)
Storm King's Thunder (5e), p 99
Tales from the Yawning Portal (5e), p 54
Contents
- Animated Dead
- Obedient Servants
- Habitual Behaviors
- Statblocks
- Allosaurus Skeleton
- Ankylosaurus Skeleton
- Decrepit Skeleton (Flee, Mortals!)
- Giant Shark Skeleton
- Minotaur Skeleton
- Ogre Skeleton
- Skeletal Alchemist
- Skeletal Juggernaut
- Skeletal Rats
- Skeletal Swarm
- Skeleton
- Skeleton (Flee, Mortals!)
- Warhorse Skeleton
Dread Domains
As one of the most common categories of undead, skeletons can be found in many of the domains of dread. A noteworthy example being Darkon, a realm where necromancy is common so skeletons are very abundant.
Dark Powers
Final Breath (XIII). Hardly anything can serve as a better momento mori than a skeleton, making animated skeletons a great way to spread a fear of death.
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