Skeletons

Everything presented is subject to change as the adventuring party discovers hidden secrets.

Basic Information

Anatomy

Skeletons are undead creatures composed entirely of bones. Their bony structure retains the basic shape of the creature from which they were created, with flexible joints enabling a wide range of movements. The skull houses their magical core and provides darkvision. The ribcage and torso offer structural support, while bony limbs, hands with sharp fingers, and feet facilitate mobility and combat.

Biological Traits

Elemental infusion can grant unique abilities, while cursed markings may signify their past or magical origins. Some skeletons have weapons or armor integrated into their bones, becoming adept warriors. Unconventional skeletal creatures may possess extra limbs or vary in size, from small to colossal, depending on their original form.

Genetics and Reproduction

Skeletons are typically created through necromantic rituals performed by practitioners of dark magic, where the remains of deceased creatures are animated as undead servants. In rare cases, they can also form naturally in areas tainted by necromantic energy or through the activation of powerful magical artifacts.

Ecology and Habitats

Skeletons are most at home in dark and necromantic environments, where the ambient magical energy sustains their existence. Graveyards, crypts, and burial sites often serve as their habitats, as they rise from the remains of the deceased to guard or serve necromancers. Abandoned castles, dungeons, and ruined fortresses are also common places for skeletons, where they act as protectors of hidden treasures or as part of traps. In the lairs of necromancers or liches, they serve obediently, following the commands of their dark masters.   Skeletons interact with their surroundings primarily as guardians and protectors. They are typically hostile to intruders, defending their resting places or the interests of their creators. In graveyards, they may attack those who disrupt the sanctity of burial grounds, while in ruins, they act as formidable obstacles for adventurers seeking knowledge or treasure. Their actions are shaped by the intentions of their creators or the dark magic that animates them.

Behaviour

Skeletons follow a pattern of obedience and focus. They cooperate with other skeletons and undead under the same master or aligned goals, often acting as a collective force in combat or guard duty. However, individuality is subjugated to the will of their necromancer creator, making them obedient and task-focused.   Skeletons are fearless and unyielding, devoid of traditional survival instincts. They do not engage in social interactions with non-hostile creatures or prey, as their primary purpose is to fulfill the commands of their creators, which frequently involve combat or defense. Their reactions to other undead can vary, with alliances formed based on shared goals, yet they remain unswervingly loyal to their necromantic masters.

Additional Information

Uses, Products & Exploitation

Skeletons are often employed as obedient guardians and servants by necromancers to protect locations or valuables. Additionally, they find use in manual labor, performing repetitive tasks without fatigue. Some exploit their macabre appearance for scare tactics or as symbols of authority. The remains of defeated skeletons can become byproducts, potentially used in crafting or alchemical processes.

Perception and Sensory Capabilities

Skeletons have darkvision, enabling them to see in darkness, while some can exhibit "bone resonance" to sense vibrations and disturbances through their skeletal structure. Telepathic communication with their creator or master is a common ability, facilitating silent coordination. Skeletons can also detect other undead and the presence of living beings, making them skilled trackers and guardians. Additionally, they retain the memories and knowledge of their original forms and can exhibit magical sensitivity to detect magical auras and enchanted objects.
Genetic Descendants
Scientific Name
Kingdom: Mortisanimus
Phylum: Necrozoa
Class: Ossiforma
Order: Skeletales
Family: Bonidae
Genus: Osseus
Species: Skeletus
Alternate Statblocks
Dwarf Skeleton

Basic Rules, pg. 152

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 ft., Passive Perception 9
Languages: Understands all languages it knew in life but can't speak
Challenge Rating: 1/4 ( 50 XP)
Proficiency Bonus: +2

Actions

Shortsword. Melee Weapon Attack: 1d20 +4 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage.   Shortbow. Ranged Weapon Attack: 1d20+4 to hit, range 80/320 ft., one target. Hit: 5 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

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