Skeleton (/skeh · luh · tn/)

The Reanimated Corpse

creature-undead-skeleton-min.png

 
An undead animated corpse, completely devoid of any flesh. Its loose bones and joints are held together by some unseen necromatic energy.
    Skeletons were undead animated corpses similar to zombies, but completely devoid of flesh and did not feed on the living. They could be made from virtually any solid creature, and as such their size and power varied widely. In addition to the basic humanoid skeleton, there were also skeletons created from wolves, trolls, ettins and even giants.   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.  
The Menagerie fought some in the ruins under the Outding Refuge Church.  

Basic Information

Anatomy

An undead animated corpse, completely devoid of any flesh. Its loose bones and joints are held together by some unseen necromatic energy.  

Description

The undead form of skeletons was held by necromantic energy, which kept otherwise loose bones and joints together and conferred on the undead corpse a glimmer of vitality and rudimentary intellectual capabilities.   Although skeletons were most typically created from humanoid remains, many other varieties existed.  

Variations

Animal skeleton
A general term for skeletons created from the corpses of small to medium-sized vertebrate animals, such as warhorse skeletons.
Baneguard
First developed by priests of Bane, these skeletons could phase in and out and hurl bolts of magical energy.
Blazing Bones
Fiery skeletal undead created when a spellcaster's contingency spell goes wrong, these rare undead could be found in Myth Drannor.
Bonebat
A bat-like skeletal creature, created from either the bones of several bats or one giant bat.
Burnbones
Powerful priests of Cyric who have been transformed into their current undead state as a special favor from the Dark Sun. Their place within the church of Cyric is as the baneliches' within the church of Bane.
Decrepit
A skeleton that was particularly old and slowly crumbling apart.
Direguard
Baneguards improved by the Church of Cyric, these skeletons are wreathed in a shadowy field of force that functions as armor. They could also see invisible foes.
Fiery skeleton
Burned with never-ending flames and it is immune to fire.
Flaming Skeleton
These undead react to the raw power of the Elemental Planes, and are filled with an unquenchable desire to spread flames far and wide until nothing is left untouched by fire.
Merrow skeleton
A skeletal undead form of the merrow.
Minotaur skeleton
A skeleton created from the corpse of a minotaur.
Skeleton warrior
Powerful skeletons were created from great warriors who retained all of their fighting skills and enslaved to magical circlets. Highly resistant to magic and difficult to command, skeleton warriors were rarely found in groups greater than two or three.
Skeletal dragon
Created from a dragon and retained some of their deadly abilities. Not to be confused with a dracolich.  
Other Varieties
Athach skeleton • Blazing skeleton • Bloody bones • Boneshard skeleton • Bonewretch skeleton • Death kin skeleton • Defiling skeleton • Dread • Dry bones • Frost skeleton • Gem eyes • Insectoid • Lightning skeleton • Marrowshriek skeleton • Obsidian skelton • Runeflame skeleton • Shattergloom skeleton • Skeletal tomb guardian • Skinwalker skelton • Skleros • Spine creep skeleton • Stonespawned skeleton • Tortured skeleton • Vicious skeleton

Genetics and Reproduction

Creation
The necromantic spell animate dead allowed spellcasters to create skeletons. They could also spontaneously rise in locations saturated with evil or necromantic powers.

Behaviour

Combat

Animated skeletons were immune to mind-affecting spells; they could not be rendered unconscious and could not tire. Edged and piercing weapons, such as swords and arrows, were mostly ineffective against skeletons; only blunt weapons, such as warhammers, were effective at knocking the bones apart. Like other undead, skeletons could be repelled or destroyed outright by priests like paladins and clerics.

Additional Information

Uses, Products & Exploitation


Harvesting

Instructions
Instructions: Because this creature is an Undead, the player should roll a Arcana Check using the DCs in the table below. On a success, the player is able to harvest the item. On a failure, the item cannot be harvested (either because the character is not skilled enough, or because the item is ruined). The DM should note that many of the items have an expiration, and can not be sold or used after the expiration has passed.
 
  Type: Undead   Skill: Arcana  
DC Item Description Value Weight Expiration Crafting
5 Bone Dust (pouch) When destroyed, the bones of a skeleton collapse to the ground. Shifting through the remains, it may be possible to find bone dust coated with dark necrotic energy. The dust is commonly used in many necromantic spells and rituals.. 8 cp 3 lb.
  Most Crafting Items have an acronym associated with it, such as "DMG". These acronyms refer to specific guide Books. For example, "DMG" refers to the "Dungeon Master's Guide". The acronyms for HHH and HHH2 refer to Hamund's Harvesting Handbook, a homebrew harvesting guide that offers a variety of homebrew (not official) magic items.  
This kind of creature does not normally carry treasure. This character usually carries: 1 Shortsword, 1 Shortbow, 1d6 Arrows, 1 Quiver Random, generally very little. they can be carrying weapons and armor which could range in quality and abilities.   This kind of creature does not normally have or collect treasure. However, the creature may have a lair full of bodies, or reside somewhere that treasure already exists.   This creature produces no Harvested Meat. The meat of an undead creature, if any still exists, is decayed, rotten and often riddled with disease. Eating the meat can cause serious illness, and even death. Dungeon Master's discretion.

Average Intelligence

Low (6)

Sources
Source(s):
 
  • Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), pp. 272–273. ISBN 978-0786965614.
  • Mike Mearls, Stephen Schubert, James Wyatt (June 2008). Monster Manual 4th edition. (Wizards of the Coast), p. 234. ISBN 978-0-7869-4852-9.
  • Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), pp. 225–227. ISBN 0-7869-2893-X.
  • Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 315. ISBN 1-5607-6619-0.
  • Ed Greenwood et al. (1989). Lords of Darkness. (TSR, Inc), p. 4. ISBN 0-88038-622-3.
  • Gary Gygax (December 1977). Monster Manual, 1st edition. (TSR, Inc), p. 88. ISBN 0-935696-00-8.
  • Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 109. ISBN 0-88038-031-4.
  • Richard Baker, Ed Bonny, Travis Stout (February 2005). Lost Empires of Faerûn. Edited by Penny Williams. (Wizards of the Coast), pp. 162–163. ISBN 0-7869-3654-1.
  • James Wyatt, Rob Heinsoo (February 2001). Monster Compendium: Monsters of Faerûn. Edited by Duane Maxwell. (Wizards of the Coast), p. 17. ISBN 0-7869-1832-2.
  • James Wyatt, Rob Heinsoo (February 2001). Monster Compendium: Monsters of Faerûn. Edited by Duane Maxwell. (Wizards of the Coast), pp. 18–19. ISBN 0-7869-1832-2.
  • Kevin Melka, John Terra (March 1995). “Monstrous Compendium”. In Julia Martin ed. Ruins of Zhentil Keep (TSR, Inc.), p. 3. ISBN 0-7869-0109-8.
  • Greenwood, Martin, Grubb (1993). Forgotten Realms Campaign Setting 2nd edition (revised), Monstrous Compendium. (TSR, Inc). ISBN 1-5607-6617-4.
  • Matthew G. Adkins (March 2000). “The Akriloth”. Dungeon #79 (Wizards of the Coast), p. 72.
  • Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 317. ISBN 1-5607-6619-0.
  • Andy Collins, James Wyatt, and Skip Williams (November 2003). Draconomicon: The Book of Dragons. (Wizards of the Coast), pp. 192–193. ISBN 0-7869-2884-0.
  • Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 198–199. ISBN 0-7869-2886-7.

 
 

   
Genetic Ancestor(s)
Scientific Name
Exnihilia, Inmortui, Animatum, Sceletus
Origin/Ancestry
Undead (Corporeal Skeleton| Mindless Skeleton)
Lifespan
Zombies do not have a natural lifespan, as they are not living creatures. However, they can exist for a very long time, as long as they have a source of energy to feed on.
Conservation Status
None. Most civilized nations outlaw such necromancy and request a "kill on sight" to all such undead.
Average Height
4' - 8'
Average Weight
50 lb.
Related Ethnicities

5E Statistics
Skeleton

 
Size Medium
Type Undead
Alignment Lawful Evil
Challenge Rating 1/4

General Information

Vision Darkvision

Appearance

Average Height 4'-8'
Average Weight 50 lbs.

Session Reports

 
 
See Also: Skeleton on Forgotten Realms Wiki

MM, page 272. Also found in CoS; LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; DC; DIP; SDW; BGDIA; RMBRE; IMR; TCE; WBtW; CRCotN; JttRC; DSotDQ; KftGV. Available in the SRD.

Skeleton CR: 1/4 (50 XP)

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

STR

10 +0

DEX

14 +2

CON

15 +2

INT

6 -2

WIS

8 -1

CHA

5 -3

Skills: Proficiency Bonus +2
Damage Vulnerabilities: bludgeoning
Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60 ft., passive Perception 9
Languages: understands all languages it spoke in life but can't speak
Challenge Rating: 1/4 (50 XP)

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) 1d6+2 piercing damage.   Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) 1d6+2 piercing damage.

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.

Suggested Environments

Urban Area Terrain