skeleton monster card

Skeleton Monster Card art by Victor Sanchez

Skeleton Physiology, Behavior, & Lore

by Davis Moore

“Crude, yes. But these remains make steadfast guards. Come! Face my undead warriors. Join their ranks.”

– Marodolin the Old, Underlord

Physiology

Skeletons retain many of the physical features they possessed in life. The bones of a tall lord will walk upright with long strides, staring down on those of lesser stature. The skeleton of a panther can leap and sprint with terrifying speed. Skeletons of winged creatures can fly, and those of aquatic animals can swim. The Skeleton of a Giant can hurl huge boulders and rip oak doors from their hinges.

Skeletons are bound together not by flesh, but by the dark magic of the necromantic lords who raised them. They do not require air, warmth, sleep, food, or drink. They are silent besides the clinking of their armor. Depending on their age, Skeletons may retain only a faint odor of rotting flesh, or may give off no scent at all.

Skeletons suffer rapid deterioration when struck by holy magic, which wipes their bones of necromancy. Those exposed to this effect are noticeably hindered both physically and mentally. They may tear off affected limbs, writhing in agony until they rid themselves of the disenchanted body parts. Furthermore, holy magic may cause Skeletons to wander and become unresponsive to their masters. Impatient necromancers may release their bind on a damaged Skeleton, reducing it to a pile of bones, rather than mend the enchantment.

Behavior

Though their spirits have long departed, vestiges of a Skeleton’s past life often remain. The Skeleton of someone with a chronic injury may instinctively hobble, while the bones of a master swordsman may retain the forms and techniques of his long-studied craft. After resurrection, both the old habits and the new memories of Skeletons are stored in the magical essence that binds them.

The mind of a Skeleton is not entirely driven by service to its master. Skeletons are not as free-willed as the living, but they do have preferences, thoughts, and fears. Adventurers have observed the bones of Dwarven smiths constructing clay forges and gathering wood to make a fire. If given the chance, the Skeleton of a warlord may return to the place of a great battle he commanded in life.

Skeletons can learn new skills from their masters, and they usually cooperate with other Skeletons. They remember the actions of their undead comrades, form bonds, and hold grudges. Two irritable sentries guarding the same door for 100 years might bicker by clattering their jaws in a wordless quarrel. Battle-hardened Skeleton warriors may resent a freshly-raised recruit, still in possession of an unbent sword, an unrusted helm, and all her limbs.

At the command of their master, Skeletons will storm enemies with no regard for their own safety. With the right equipment and strong leadership, however, they will utilize advanced tactics such as pike formations and shield walls. Skeleton cavalry on their bone horses can obliterate enemy foot soldiers. Trained Skeleton troops are keenly aware of the battlefield, and will retreat to defend their lords when met by superior forces.

Qualities

Disciplined. Skeletons feel an unholy duty to their masters and will follow clear orders down to the last detail.

Loose-Limbed. Skeletons are light and spindly, with numerous gaps between the segments of their bodies. Landing a solid blow on a Skeleton with a slender weapon is difficult. Skeletons have +2 AC when targeted by piercing damage.

Resilient. Skeletons are bound together with dark magic. As long as their Necromantic masters live, they are difficult to permanently destroy. Holy magic is the quickest way to extinguish a Skeleton, as this severs the bond with its master. After Skeletons have been defeated by normal means, such as combat, holy water can be sprinkled on their bones to break the bond. Fire can also be used, as this reduces the bones to ash. If none of these techniques are used, Skeletons reduced to zero HP or less will reassemble after a long rest, and return to their normal duties with full HP.

Vengeful. Skeletons who have been bested in battle but not destroyed will doggedly pursue their attackers unless ordered to stand down by their masters. They will stalk their prey through rough weather, day and night, until they catch them.

Special Abilities

Devout Wardens. Skeletons spend years guarding their master’s stronghold. During this time, they become familiar with the layouts of tunnels and the arrangement of each room. This gives them Advantage to notice disturbances caused by intruders. While in the lair of their overlord, Skeletons gain +1 to hit on all attacks and +3 on all Wisdom (Perception) and Intelligence (Investigation) checks.

Bone Clubs. Skeletons can use their own bones as weapons when nothing else is available. As an action, a Skeleton can remove a bone from its body. An arm or leg may be used as a club. A hand, foot, or skull can be thrown at an enemy. Skeletons have proficiency with these weapons.  Bone melee weapons deal 1d6 bludgeoning damage. Bone ranged weapons have a range of 20 and deal 1d4 bludgeoning damage. These bones can be reattached by using an action.

Hive Mind. Skeletons within 100 feet of one another can see through each other’s eyes. If one of them spots an intruder or comes under attack, reinforcements will arrive shortly.

Dead Silent. All Skeletons can stand perfectly still and remain silent for as long as they have been ordered to do so. Unarmored Skeletons get +5 to Stealth. Many an adventurer, resting within a cavernous tomb, have awaken to find Skeletons standing over them, silent and watching.

Special Units

Skeletal Abomination. A twisted amalgamation of bones formed by the convergence of simultaneously reanimated bodies. Abominations are formed when the arcane energy that would typically raise multiple Skeletons becomes jumbled, creating a single entity from the pieces of many. These feral monstrosities take a variety of forms, often with grotesque posture and supplementary limbs. Abominations are Large creatures. They gain the traits of all their parts (flying, for example, if they possess bone wings), the HP of the strongest creature from which they were raised, two attacks per round, and a Reach of 1o feet.

Reaper. Powerful necromancers imbue Skeletons with demonic energy. The bones of Reapers are smoothed and reinforced. An extra set of arms protrude from the shoulder blades, and instead of hands, Reaper forearms end in deadly spears of polished bone. Reapers make 4 melee attacks per round, each dealing 1d8+2 piercing damage. They have the Skewer ability, and deal +3d6 damage on one of their attacks per turn (announce the Skewer before rolling to hit). If three or more of a Reaper’s attacks hit one target in the same round, that target is Grappled by the Reaper, the bone spears impaled deep in its body. (PCs make an opposed STR check vs. a 16 STR to escape the Grapple.)

Burning Martyr. Burning Martyrs douse themselves in oil and charge into battle, exploding in the midst of their enemies. Their chest cavities are packed with rags and straw to hold the oil, and they carry torches to light themselves. Burning Martyrs stand in chilling lines behind their allies until unsuspecting adventurers are sufficiently grouped. Then they silently charge, igniting themselves as they run.

As smoke and flame rise through their bones, Ignited Martyrs are terrifying to behold. Adventurers who have never encountered a Burning Martyr must make a DC 13 WIS Save or become Frightened. Ignited Martyrs leave a trail of burning oil behind them that deals 1d6 fire damage to those who move through it, and 1d6 fire damage to those who start their turn on an affected square. After igniting themselves, Martyrs explode in a 20 ft. sphere at the end of their turns. All creatures within this radius must make a DC 15 DEX Save or take 4d6 fire damage, halved on a successful Save. Exploded Martyrs are destroyed.

Skullrats. Sometimes full cadavers are not available for raising Skeletons, but poor necromancers make do with what they have. Skullrats are horrid creations, no more than skulls crudely attached to hands or feet. Typically found in hordes, Skullrats attempt to devour the living creatures they see. They skitter toward their prey and attack en masse, tearing wildly at live flesh. Skullrats have a Move of 20, and can pass through another creature’s space. Skullrats attack once per turn and their bite deals 1d4 piercing damage. When a Skullrat successfully lands a bite attack, all other Skullrats engaging the same target gain Advantage on their next bite attack.

Weaponry

Melee 1. Found or owned weapons. Skeletons use the melee weapons they owned in life, or the weapons their lords equip them with. These weapons run the gamut; Small-sized Skeletons may use short swords and daggers, while Medium- and Large-sized Skeletons may use two-handed weapons such as flails, battle axes, and greatswords. Skeletons do not typically craft their own gear, and if they possess no weapons when raised they are commonly equipped by their lords with a one-handed weapon and a shield.

Melee 2. Bone Claws. Skeletons without melee weapons sharpen their bone fingers into claws. These deal d4+1 piercing damage, with two attacks per round.

Ranged 1. Found or owned weapons. As with melee weapons, Skeletons use the ranged weapons they owned in life, or those their lords equip them with. Bows, crossbows, spears, and javelins are all common.

Ranged 2. Bone throw. Skeletons without ranged weapons sometimes snap off one of their own bones to hurl at an enemy. Thrown bones have a range of 20 and deal d4 bludgeoning damage, with one attack per round.

Movement

Run. Good. Skeletons are just as mobile as their living equivalents. They can travel across dangerous terrain, and do not feel pain.

Swim. Terrible. Skeletons of non-aquatic creatures will immediately sink when dropped into water, and while they can’t drown, they are sluggish while submerged.

Climb. Good. The bone fingers of Skeletons lack the grip of living tissue, but they can be wedged into small crevices that provide support for their light frames. Skeletons have limitless stamina, allowing them to climb without tiring.

Burrow. Variable. Humanoid Skeletons with digging tools typically burrow as well as their living counterparts. Without tools, Skeletons are decidedly worse at digging–their bone hands are inefficient, and dirt slips through the gaps.

Fly. Variable. Skeletons of most winged creatures can fly with the same grace as their living counterparts.

Grudges

Skeletons are innately hostile to the living. Clerics, Paladins, and other consecrated warriors are often targeted first because of the danger of holy magic.

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