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MM25

Skeleton CR: 1/4

Medium to Small undead, lawful evil
Armor Class: 14
Hit Points: 13 (2d8+4)
Speed: 30 feet

STR

10 +0

DEX

16 +3

CON

15 +2

INT

6 -2

WIS

8 -1

CHA

5 -3

Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses:

Darkvision 60 ft., Passive Perception 9

Languages: Understands Common plus one other language but can't speak
Challenge Rating: 1/4 ( 50 XP)
Proficiency Bonus: +2

Actions

Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.

Shortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6 + 3) Piercing damage.

Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they aren't capable of creating plans of their own, they avoid obvious barriers and self-destructive situations.

Suggested Environments

  • Habitat: Planar (Shadowfell), Underdark, Urban
  • Treasure/Gear: Shortbow, Shortsword

Skeletons rise at the summons of necromancers and foul spirits. Whether they're the remains of the ancient dead or fresh bones bound to morbid ambitions, they commit deathless work for whatever forces reanimated them, often serving as guardians, soldiers, or laborers. In rare cases, skeletons are reanimated but given no particular direction. Roll on or choose a result from the Skeleton Pantomimes table to inspire how undirected skeletons behave.

1d6Left to Its Own Devices, the Skeleton...
1Delivers meal salvers or ages-old correspondence to the crypt of its dead master.
2Endlessly trains in battle with other skeletons, despite being hacked to animate splinters.
3Mimics ways it entertained itself in life, such as acting, dancing, or reading.
4Performs a familiar task, such as cleaning, cooking, mining, or praying.
5Repeats its final moments of life.
6Stands guard at the post it protected in life.


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