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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

Large undead, unaligned
Armor Class: 13 (Natural Armor)
Hit Points: 51 (6d10 + 18)
Speed: 60 ft

STR

19 +4

DEX

13 +1

CON

17 +3

INT

2 -4

WIS

12 +1

CHA

5 -3

Skills: Perception +5
Damage Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60', Passive Perception 15
Languages: -
Challenge Rating: 2 ( 450 XP)
Proficiency Bonus: +2

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

Huge undead, unaligned
Armor Class: 15 (Natural Armor)
Hit Points: 68 (8d12 + 16)
Speed: 30 ft

STR

19 +4

DEX

11 +0

CON

15 +2

INT

2 -4

WIS

12 +1

CHA

5 -3

Damage Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60', Passive Perception 11
Languages: -
Challenge Rating: 3 ( 700 XP)
Proficiency Bonus: +2

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

Medium undead, lawful evil
Armor Class: 11
Hit Points: 6
Speed: 30 ft

STR

11 +0

DEX

13 +1

CON

10 +0

INT

7 -2

WIS

10 +0

CHA

4 -3

Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60', Passive Perception 10
Languages: Understands all languages it knew in life, but can't speak
Challenge Rating: 1/4 ( 50 XP)
Proficiency Bonus: +2

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

Huge undead, unaligned
Armor Class: 13 (Natural Armor)
Hit Points: 126 (11d12 + 55)
Speed: 20 ft , swim: 50 ft

STR

23 +6

DEX

11 +0

CON

21 +5

INT

1 -5

WIS

10 +0

CHA

5 -3

Skills: Perception +3
Damage Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Blindsight 60', Passive Perception 13
Languages: -
Challenge Rating: 5 ( 1800 XP)
Proficiency Bonus: +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

Large undead, lawful evil
Armor Class: 12 (Natural Armor)
Hit Points: 67 (9d10 + 18)
Speed: 40 ft

STR

18 +4

DEX

11 +0

CON

15 +2

INT

6 -2

WIS

8 -1

CHA

5 -3

Damage Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60', Passive Perception 9
Languages: Understands all languages it knew in life, but can't speak
Challenge Rating: 2 ( 450 XP)
Proficiency Bonus: +2

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

Large undead, chaotic evil
Armor Class: 11 (Hide Armor)
Hit Points: 59 (7d10 + 21)
Speed: 40 ft

STR

19 +4

DEX

8 -1

CON

16 +3

INT

5 -3

WIS

7 -2

CHA

7 -2

Damage Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60', Passive Perception 8
Languages: Understands all languages it knew in life, but can't speak
Challenge Rating: 2 ( 450 XP)
Proficiency Bonus: +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

Medium undead, lawful evil
Armor Class: 11
Hit Points: 32 (5d8 + 10)
Speed: 30 ft

STR

9 -1

DEX

13 +1

CON

15 +2

INT

14 +2

WIS

10 +0

CHA

9 -1

Skills: Arcana +4
Damage Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60', Passive Perception 10
Languages: Understands all languages it knew in life, but can't speak
Challenge Rating: 1/2 ( 100 XP)
Proficiency Bonus: +2
by Leesha Hannigan

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.

This undead retains enough of its former self to continue its alchemical work, often on behalf of necromancers or other sinister patrons. It toils in a dark laboratory (such as the one found in The Sinister Secret of Saltmarsh), often falling dormant for long periods of time.

Ghosts of Saltmarsh (5e)

Skeletal Juggernaut CR: 5

Medium undead, lawful evil
Armor Class: 13 (Armor Scraps)
Hit Points: 142 (19d10 + 38)
Speed: 30 ft

STR

16 +3

DEX

14 +2

CON

15 +2

INT

6 -2

WIS

8 -1

CHA

5 -3

Damage Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60', Passive Perception 9
Languages: -
Challenge Rating: 5 ( 1800 XP)
Proficiency Bonus: +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.

As seen lumbering across the beaches in Isle of the Abbey, a skeletal juggernaut is an oversized, bipedal assembly of bones that loses a portion of its mass with each step. These skeletal guardians hold together for only a short time before disassembling into a gang of individual undead.

Baldur's Gate: Descent into Avernus (5e)

Skeletal Rats CR: 1/4

Medium swarm of tiny undead, unaligned
Armor Class: 10
Hit Points: 24 (7d8 - 7)
Speed: 30 ft

STR

9 -1

DEX

11 +0

CON

9 -1

INT

2 -4

WIS

10 +0

CHA

3 -4

Damage Resistances: Bludgeoning, Piercing, & Slashing
Damage Immunities: Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
Senses: Darkvision 30', Passive Perception 10
Languages: -
Challenge Rating: 1/4 ( 50 XP)
Proficiency Bonus: +2

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

Large swarm of medium undead, lawful evil
Armor Class: 13 (Armor Scraps)
Hit Points: 60 (8d10 + 16)
Speed: 30 ft

STR

12 +1

DEX

14 +2

CON

15 +2

INT

6 -2

WIS

8 -1

CHA

5 -3

Damage Vulnerabilities: Bludgeoning
Damage Resistances: Piercing, Slashing
Damage Immunities: Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned
Senses: Darkvision 60', Passive Perception 9
Languages: -
Challenge Rating: 2 ( 450 XP)
Proficiency Bonus: +2

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.

This swarm of bones found rising out of the sand in Isle of the Abbey is made from the remains of several animated skeletons. A skeletal swarm alternates its appearance between partially formed humanoid shapes and a chaotic, swirling mass.

Monster Manual (5e)

Skeleton CR: 1/4

Medium undead, lawful evil
Armor Class: 13 (Armor Scraps)
Hit Points: 13 (2d8 + 4)
Speed: 30 ft

STR

10 +0

DEX

14 +2

CON

15 +2

INT

6 -2

WIS

8 -1

CHA

5 -3

Damage Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60', Passive Perception 9
Languages: Understands all languages it knew in life, but can't speak
Challenge Rating: 1/4 ( 50 XP)
Proficiency Bonus: +2
by Autumn Rain Turkel

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

Medium undead, lawful evil
Armor Class: 14 (Natural Armor)
Hit Points: 13 (3d8)
Speed: 30 ft

STR

10 +0

DEX

15 +2

CON

11 +0

INT

9 -1

WIS

13 +1

CHA

4 -3

Damage Vulnerabilities: Bludgeoning, Force, Thunder
Damage Resistances: Piercing, Slashing
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60', Passive Perception 11
Languages: Understands all languages it knew in life, but can't speak
Challenge Rating: 1/4 ( 50 XP)
Proficiency Bonus: +2
For survivors, any foe might become the focus of its own horror adventure by Dawn Carlos

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

Large undead, unaligned
Armor Class: 13 (Barding Scraps)
Hit Points: 22 (3d10 + 6)
Speed: 60 ft

STR

18 +4

DEX

11 +0

CON

15 +2

INT

2 -4

WIS

8 -1

CHA

5 -3

Damage Vulnerabilities: Bludgeoning
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60', Passive Perception 9
Languages: -
Challenge Rating: 1/2 ( 100 XP)
Proficiency Bonus: +2

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

by Autumn Rain Turkel
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
For survivors, any foe might become the focus of its own horror adventure by Dawn Carlos
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.

by Leesha Hannigan
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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