Skeletons¶
Fleshless Servants to Greater Undead
Skeletons are fragments of a soul bound to bleached bones stripped of flesh, given a grim mockery of life through necromantic power. They are among the most common of the Lesser Undead. Some Skeletons rise spontaneously near mass graves and blood-soaked fields. Others are deliberately summoned by mortal Necromancers, their battered souls shackled to ruined bodies to serve as tireless guardians, soldiers, or laborers.
Stripped of flesh and memory alike, Skeletons retain no true sentience. What remains is a hollow framework of instinct: flickers of old discipline, the echo of a soldier's drill, or the reflexive steps of a long-forgotten march. Skeletons can follow orders with mechanical obedience, and within narrow limits they show a chilling mimicry of intelligence, such as choosing a bridge to cross a river, or setting a trap to defend a tomb. Left unattended, they sometimes fall into ghostly pantomimes of past lives: polishing unseen armor, sweeping abandoned halls, or guarding empty gates against enemies who never come.
Skeletons are a chilling staple of Dungeons & Dragons, 5E, Pathfinder, and fantasy RPGs, animated by shattered soul fragments that echo the instincts of their former lives.
Skeleton Lore¶
- Skeletons are animated by shattered soul-fragments, stripped of emotion and memory, leaving only the faintest echoes of purpose.
- They can follow orders and improvise within narrow bounds, but lack true creativity or self-preservation instincts.
- When left without commands, a Skeleton might unconsciously reenact fragments of its former life, such as patrolling, training, or maintaining ancient equipment.
- Unlike Zombies, Skeletons are often eerily quiet in motion — the soft clatter of bone against stone the only warning of their approach.
- Some skeletons arise naturally when the Styx overlaps with the mortal realm
- Most are bound servants to a Necromancer Mage or other Greater Undead such as a Wight or Wraith
Skeleton Statblocks¶
Skeleton¶
Skeletons are classic undead monsters — reanimated humanoid bones armed with the weapons and armor they bore in life. Though devoid of true thought, Skeletons possess greater agility and basic problem-solving instincts compared to more mindless shambling dead.
Skeleton
Summoned with Foe FoundryMedium Undead (Skeleton)
AC 12 Initiative +2 (12)
HP 11 (2d8 + 2)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 10 | +0 | +0 |
Dex | 14 | +2 | +2 |
Con | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
Int | 6 | -2 | -2 |
Wis | 8 | -1 | -1 |
Cha | 5 | -3 | -3 |
Vulnerabilities Bludgeoning
Immunities Poison; Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages Common
CR 1/4 (50 XP; PB +2)
Traits
Skeletal Reconstruction. On initiative count 0, the cursed bones of three destroyed Skeleton within 30 feet combine and magically re-animate into a new Skeleton that acts next in initiative.
Actions
Bone Blades. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (2d4 + 2) piercing damage.
Bone Bow. Ranged Weapon Attack: +4 to hit, range 80/320ft., one target. Hit 5 (1d6 + 2) piercing damage.
Reactions
Disciplined. If the skeleton misses an attack or fails a saving throw while another friendly creature is within 10 feet, it may use its reaction to re-roll the attack or saving throw.
Skeletal Grave Guard¶
Skeletal Grave Guards are elite undead warriors, animated from the bones of Knights and hardened Warriors. Powerful Necromancers, Vampires, and Liches will often create these guardians from the bodies of heroes they have vanquished, forcing them to serve their foul agendas.
Skeletal Grave Guard
Summoned with Foe FoundryMedium Undead (Skeleton)
AC 18 (Breastplate, Shield) Initiative +4 (14)
HP 84 (13d8 + 26)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 10 | +0 | +0 |
Dex | 18 | +4 | +4 |
Con | 14 | +2 | +4 |
Mod | Save | ||
---|---|---|---|
Int | 6 | -2 | -2 |
Wis | 8 | -1 | -1 |
Cha | 5 | -3 | -3 |
Vulnerabilities Bludgeoning
Immunities Necrotic, Poison; Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages Common
CR 4 (1,100 XP; PB +2)
Actions
Multiattack. The skeleton makes two Bone Spear or Bone Bow attacks. It may replace one attack with a use of its Challenge.
Bone Spear. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 8 (1d8 + 4) piercing damage and 4 (1d8) necrotic damage.
Bone Bow. Ranged Weapon Attack: +6 to hit, range 80/320ft., one target. Hit 7 (1d6 + 4) piercing damage and 3 (1d6) necrotic damage.
Challenge. The skeleton challenges another creature within 30 feet to the duel. The duel concludes when one of the targets is reduced to 0 hit points, is incapacitated, or dies. Any creature not part of the duel has disadvantage on attack rolls against the skeleton and the skeleton has advantage on any saves against effects or abilities caused by any creature not in the duel. The skeleton may only have one active duel at a time.
Bone Wall (Recharge 5-6). The skeleton creates a wall of spike bone growths in a 20 foot line within 60 feet. Each creature in its area must make a DC 12 Dexterity saving throw, taking 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one. The wall counts as difficult terrain and a creature that enters its space or ends its turn there takes 4d6 piercing damage.
Reactions
Parry and Riposte (Recharge 5-6). The skeleton adds +3 to their Armor Class against one melee attack that would hit them. If the attack misses, this creature can immediately make a weapon attack against the creature making the parried attack.
Burning Skeleton¶
Burning Skeletons blaze with wild necromantic flame, their scorched bones granting them fiery attacks and enhanced awareness. These flaming undead often serve as commanders among lesser skeletal hordes.
Burning Skeleton
Summoned with Foe FoundryMedium Undead (Skeleton)
AC 16 (Breastplate) Initiative +4 (14)
HP 65 (10d8 + 20)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 10 | +0 | +0 |
Dex | 18 | +4 | +4 |
Con | 14 | +2 | +4 |
Mod | Save | ||
---|---|---|---|
Int | 6 | -2 | -2 |
Wis | 8 | -1 | -1 |
Cha | 5 | -3 | -3 |
Vulnerabilities Bludgeoning
Immunities Fire, Poison; Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages Common
CR 3 (700 XP; PB +2)
Traits
Superheated. Any creature who starts their turn within 10 feet of the skeleton takes 2 (1d4) fire damage.
Actions
Multiattack. The skeleton makes two Burning Blade or Hurl Flames attacks.
Burning Blade. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage. On a hit, the target gains Burning [5 (1d10) fire]. A burning creature suffers 5 (1d10) ongoing fire damage at the end of each of its turns. A creature may use an action to end the condition.
Hurl Flames. Ranged Spell Attack: +6 to hit, range 30ft., one target. Hit 9 (1d10 + 4) fire damage.
Bone Wall (Recharge 5-6). The skeleton creates a wall of spike bone growths in a 20 foot line within 60 feet. Each creature in its area must make a DC 12 Dexterity saving throw, taking 12 (5d4) piercing damage on a failed save, or half as much damage on a successful one. The wall counts as difficult terrain and a creature that enters its space or ends its turn there takes 5d4 piercing damage.
Burning Skeletal Champion¶
Burning Skeletal Champions are fearsome undead commanders, their bones ablaze with necromantic fire. Driven by remnants of martial pride and cruel will, they lead flaming legions into battle, searing both flesh and spirit with each strike.
Burning Skeletal Champion
Summoned with Foe FoundryMedium Undead (Skeleton)
AC 16 (Breastplate) Initiative +4 (14)
HP 110 (17d8 + 34)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 12 | +1 | +1 |
Dex | 18 | +4 | +4 |
Con | 14 | +2 | +5 |
Mod | Save | ||
---|---|---|---|
Int | 8 | -1 | -1 |
Wis | 10 | +0 | +0 |
Cha | 7 | -2 | -2 |
Vulnerabilities Bludgeoning
Immunities Fire, Poison; Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Common
CR 6 (2,300 XP; PB +3)
Actions
Multiattack. The skeleton makes two Burning Blade or Hurl Flames attacks.
Burning Blade. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage and 10 (3d6) fire damage. On a hit, the target gains Burning [5 (1d10) fire]. A burning creature suffers 5 (1d10) ongoing fire damage at the end of each of its turns. A creature may use an action to end the condition.
Hurl Flames. Ranged Spell Attack: +7 to hit, range 30ft., one target. Hit 15 (2d10 + 4) fire damage.
Bonus Actions
Fiery Smite (Recharge 5-6). Immediately after hitting with an attack, the skeleton deals an additional 11 (2d10) fire damage to the target and forces the target to make a DC 15 Constitution saving throw. On a failure, the target is Burning [5 (1d10) fire]. A burning creature suffers 5 (1d10) ongoing fire damage at the end of each of its turns. A creature may use an action to end the condition.
Reactions
Bone Shards (1/day). When hit by a melee attack, the skeletal creature explodes in a shower of sharp fragments. Each creature within 5 feet of it must make a DC 13 Dexterity saving throw, taking 15 (6d4) piercing damage on a failed save, or half as much damage on a successful one.
Freezing Skeleton¶
Freezing Skeletons are sheathed in Styx-born frost, their bones rimed with deathly ice. They move with eerie calm, their chilling aura slowing and sapping the life of any living creature that dares to approach.
Freezing Skeleton
Summoned with Foe FoundryMedium Undead (Skeleton)
AC 16 (Breastplate) Initiative +4 (14)
HP 65 (10d8 + 20)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 10 | +0 | +0 |
Dex | 18 | +4 | +4 |
Con | 14 | +2 | +4 |
Mod | Save | ||
---|---|---|---|
Int | 6 | -2 | -2 |
Wis | 8 | -1 | -1 |
Cha | 5 | -3 | -3 |
Vulnerabilities Bludgeoning
Immunities Cold, Poison; Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages Common
CR 3 (700 XP; PB +2)
Actions
Multiattack. The skeleton makes two Freezing Blade or Deathly Freeze attacks.
Freezing Blade. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage. On a hit, the target must make a DC 12 Constitution save or be Frozen (escape DC 12). A Frozen creature is partially encased in ice. It has a movement speed of zero, attacks made against it are at advantage, and it is vulnerable to bludgeoning and thunder damage. A creature may use an action to perform a DC 12 Strength (Athletics) check to break the ice and end the condition. The condition also ends whenever the creature takes any bludgeoning, thunder, or fire damage. A creature that is immune to being Restrained cannot be Frozen
Deathly Freeze. Ranged Spell Attack: +6 to hit, range 30ft., one target. Hit 8 (1d8 + 4) cold damage.
Bone Storm (Recharge 5-6). The skeleton creates a storm of razor-sharp bone shards in a 15-foot cone. Each creature in the area must make a DC 12 Dexterity saving throw, taking 24 (7d6) piercing damage on a failed save, or half as much damage on a successful one.
Reactions
Stygian Burst (1/day). When the skeleton takes a critical hit, or when it is reduced to 30 hitpoints or fewer, it releases a burst of deathly cold. Each non-undead creature within 10 feet must make a DC 14 Consitution saving throw. On a failure, the creature takes 18 (4d8) cold damage and is Frozen (escape DC 14). A Frozen creature is partially encased in ice. It has a movement speed of zero, attacks made against it are at advantage, and it is vulnerable to bludgeoning and thunder damage. A creature may use an action to perform a DC 14 Strength (Athletics) check to break the ice and end the condition. The condition also ends whenever the creature takes any bludgeoning, thunder, or fire damage. A creature that is immune to being Restrained cannot be Frozen
Freezing Skeletal Champion¶
Freezing Skeletal Champions embody the chill of death, armored in ice and shadow. Wielding weapons rimed with Styx-born frost, they command undead forces in silence, their very presence draining warmth and hope from the living.
Freezing Skeletal Champion
Summoned with Foe FoundryMedium Undead (Skeleton)
AC 16 (Breastplate) Initiative +4 (14)
HP 110 (17d8 + 34)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 12 | +1 | +1 |
Dex | 18 | +4 | +4 |
Con | 14 | +2 | +5 |
Mod | Save | ||
---|---|---|---|
Int | 8 | -1 | -1 |
Wis | 10 | +0 | +0 |
Cha | 7 | -2 | -2 |
Vulnerabilities Bludgeoning
Immunities Cold, Poison; Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Common
CR 6 (2,300 XP; PB +3)
Traits
Cold Affinity. The skeleton gains immunity to cold damage. It gains advantage on its attacks while it is in an environment where sources of cold damage are prevalant.
Actions
Multiattack. The skeleton makes two Freezing Blade or Deathly Freeze attacks.
Freezing Blade. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage and 10 (3d6) cold damage. On a hit, the target must make a DC 13 Constitution save or be Frozen (escape DC 13). A Frozen creature is partially encased in ice. It has a movement speed of zero, attacks made against it are at advantage, and it is vulnerable to bludgeoning and thunder damage. A creature may use an action to perform a DC 13 Strength (Athletics) check to break the ice and end the condition. The condition also ends whenever the creature takes any bludgeoning, thunder, or fire damage. A creature that is immune to being Restrained cannot be Frozen
Deathly Freeze. Ranged Spell Attack: +7 to hit, range 30ft., one target. Hit 17 (3d8 + 4) cold damage.
Bone Wall (Recharge 5-6). The skeleton creates a wall of spike bone growths in a 20 foot line within 60 feet. Each creature in its area must make a DC 13 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one. The wall counts as difficult terrain and a creature that enters its space or ends its turn there takes 6d6 piercing damage.
Skeleton Encounter Ideas¶
Drop these table-ready Skeleton Encounters into crypts, ruined fortresses, or cursed battlegrounds. From articulate Grave Guards to burning and freezing champions, each offers open-ended challenges that go beyond simple combat. Test your players' wits, caution, and nerve against the silent vigilance of the undead.
- A single, unusually articulate Skeletal Grave Guard (INT 10, speaks Common) blocks a crumbling stairway. It demands a password which no one living knows, and otherwise speaks courteously and even offers dry warnings about nearby dangers.
- A patrol of 10 (3d6) Skeletons led by a Burning Skeleton, Freezing Skeleton, or Skeletal Grave Guard escort a caravan of rare goods and arcana being transported to the grim lair of a nearby Necromancer Mage
- A narrow stone bridge over a vast chasm is guarded by a Burning Skeletal Champion and a Freezing Skeletal Champion. They demand the PCs answer ancient riddles of death and loyalty to pass.
- A crypt's doors lie shattered. Inside, a Skeletal Grave Guard and a contingent of Skeletons stand motionless beside a dusty throne, upon which lies a resplendent golden crown. They only attack if the throne or crown is disturbed, otherwise they silently stand guard.
Skeleton Adventure Ideas¶
These multi-session Skeleton Adventures plunge players into cursed tombs, haunted fortresses, and ancient battlefields. Unravel undead tournaments, confront burning and freezing champions, and strike dark bargains with the forgotten dead. Featuring powerful undead like Burning Skeletal Champions, Freezing Skeletal Champions, and Skeletal Grave Guards, these story seeds are rich with cursed treasure, lost honor, and dark bargains waiting to be struck — or broken.
- Deep beneath an abandoned fortress, an ancient company of Skeleton soldiers still patrols, unaware the war ended centuries ago. Their sealed armory contains relics of immense value, but the dead will not relinquish their treasures easily.
- A derelict coliseum hosts an eerie reenactment of an ancient tournament. Teams of Skeletons led by a Burning Skeletal Champion, Freezing Skeletal Champion, and Skeletal Grave Guard compete in never-ending battles to win an ancient prize.
- A poor and desperate village has recently agreed to supply a Necromancer Adept with supplies in return for labor from his semi-intelligent Skeletons. Worringly, the skeletal laboreres grow stranger with each passing day and rumors spread of whispered commands no living master gave.
- A Skeletal Grave Guard who once swore loyalty to a forgotten Vampire queen now stalks a desecrated barrow. It seeks new oaths of fealty from any who enter, binding them magically to its endless service unless they defeat it or find a way to lift its ancient command.