Index: Skeleton, Humanoid

Skeletal | Undead


 

Skeleton, Humanoid

Half hidden in darkness, skeletal bones clad in rotten clothing and rusted armor lurches toward you. The thing’s bony hands grip a weapon with maligned intent.

  A spooky, scary skeleton.
 

Statistics

-General-

* = Proficiency
+1
+2
+2
-2
-1
-3
Fortitude Save
Reflex Save
Will Save
+2
+2
-1

-Combat-

  • Armor Class: 15
  • Max HP (+AHP): 20 (+5)
  • Average HP | Formula: 17 (+5) | 1d8+2+10 (+5)
  • Blockstun Breakpoints: 0 AHP
-
  • Speed: 20 ft
  • Initiative: +2
  • Creature Senses: Darkvision 60 ft
-
  • Damage Vulnerabilities: Bludgeoning
  • Damage Reduction: 5 (See 'Temporary Defense')
  • Damage Resistances: Piercing; Cold, Shadow
  • Damage Immunities: Poison
-
  • Condition Immunities: Exhaustion, Frightened, Poisoned, Paralyzed, Unconcious
-
  • Doom Abilities: None

-Skills-

    • Proficiency Bonus: +1
      • Stealth(DEX+Prof): +3
      • (For all untrained, roll relevant Attribute Scores instead.)
  • Languages: -

-Other Stats-

  • Base Threat Level: 1
  • EXP: 100
  • Creature Size: Medium
  • Creature Type(s): Undead, Skeletal
  • Source(s): Core
-
  • Armor Type: Armor Scraps
-

Features

Appears Dead : ~0.0
While the skeleton remains motionless and prone, it is indistinguishable from an inanimate Humanoid skeleton. It gains advantage on Stealth checks to be noticed.

  Skeletal Physiology, simple : ~0.0
The skeletal creature doesn’t require air, food, drink, or sleep. As a flaw, it has forgotten it's former self, gaining no skill proficiencies of it's former origins (ancestries, backgrounds, etc). Additionally, any Healing done to it deals twice as much Force damage instead

  Temporary Defense : ~0.5
This creature has Damage Resistance 5 against Piercing, Slashing, and Bludgeoning damage as long as it has Armor HP. Once the Armor HP is depleted, the creature becomes permanently Off-Guard.

 

Actions

Attacks | ◈ per, up to 3 a turn
The Skeleton will attack any enemy in range with it's shortsword or shortbow, regardless of it can hit or if there is a more threathening creature in range. It will focus on living targets unless directed otherwise.
Shortbow | ◈ | Ranged Weapon Attack (80/320 ft) | +3 to hit / Hit: 5 ( 1d6+2 ) Piercing damage.
Shortsword | ◈ | Melee Weapon Attack | +3 to hit | Hit: 5 ( 1d6+2 ) Slashing damage

  Counterattack : ~0.5 | ◈ | ⮌
When a creature hits this creature with an attack, this creature can retaliate with an attack of it's own.
  It attacks with one of it's Attack options, though it must be able to see it's attacker.

 

-Tactics-

The Skeletal Humanoid is one of the most basic enemies an adventurer will have to face. They don't have much in the way of tactics, but their true threat comes from their number and/or whatever they're accompanied with. Novice Adventurers will find skeletons to be a hassle in their usual numbers, as they will chase relentlessly until their enemies can no longer be seen.
 

What Others may know...

DC = 15 + TL, using an appropriate skill check.

Heard of (-5 to DC)

WIP

Learned of (Meets DC)

WIP

Fully Know of (DC + 10 and up)

WIP

Adventure Specific...

-Lost Mines of Phandelver-
DC = 15 + TL, using an appropriate skill check.

Heard of (-5 to DC)

WIP

Learned of (Meets DC)

WIP

Fully Know of (DC + 10 and up)

WIP

 

 

-Scaling and Alterations-


  Adjusting the creature's stats to appropriate Threat levels involves altering the TL, Proficiency Bonus, and damage numbers. This section is a work in progress.
 

Loot

  • Appraise DC: 11

 
    • Success
      • Crafting
        • None
    • Critical Success
      • None

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