Skeletons of the Realm of Galia
Skeletons of the Realm of Galia
Classification: Undead
Threat Level: Variable (Minion to Moderate)
Common Locations: Graveyards, desecrated churches, ancient battlefields, forgotten dungeons, cursed swamps, deep underground crypts, the Kingdom of Monsters, summoned via necromancy
Overview
Skeletons are the reanimated remains of the dead — bones held together by necromantic energy or corrupted ambient magic. Though mindless in the oldest legends, modern arcane fieldwork has shown they often display emergent coordination in combat and environmental adaptability, especially when encountered in groups.
Whether risen by warlocks, disturbed by leyline fractures, or spawned through cursed soil, skeletons are common foes for adventurers — but far from trivial. Their ability to adapt, scavenge, and swarm gives them a chilling edge in prolonged engagements.
Intelligence & Behavior
Skeletons operate with low individual intelligence, capable of only basic pattern recognition, object manipulation, and reactive movement. However, when more than one is present, a bone-chime resonance field forms — a necromantic synchronization effect that lets them communicate through the subtle clatter of bones. This allows them to coordinate like a low-tier hive mind.
Examples of this behavior include:
- Surrounding prey instead of attacking head-on
- Picking up nearby weapons or shields if unarmed
- Retreating if outnumbered unless reinforced by necrotic sources
Adaptive Armament Mechanic
Skeletons are environmentally reactive. If they encounter weapons, armor, or usable gear, they will attempt to equip it. This results in variable ACs, attack types, and even tactics.
This behavior is often seen when skeletons rise in old battlefields or abandoned barracks.
Equipment Piece | AC Bonus |
---|---|
Shield | +2 |
Helmet | +1 |
Chest Armor (any) | +2–3 |
Greaves or Boots | +1 |
Weapon Equipped | Changes attack damage/type |
Magical Gear | See DM discretion (usually adds traits) |
Loot & Crafting Use
Skeletons are highly prized by alchemists, necromancers, and blacksmiths. Each slain skeleton provides:
- Mana Stones (1d2): Found lodged in spine or skull base — used in spell reagents or enchantment cores
- Bone Fragments (1d4): Versatile, used in bonecraft weapons or necro-inscription
- Calcium Clumps: Used in potion suspension formulas and growth brews
- Complete Bones (variable): Harvested to make bone armor, arcane staves, talismans, or bone-bonded arrows
Failure to preserve bone material properly within 1 hour causes rapid necro-degeneration, making them unusable for alchemy.
Common Encounter Locations
Skeletons can appear naturally, or as summoned creatures. Here’s where they are most often found:
- Churches/Graveyards: Restless dead, often cursed by divine betrayal
- Swamps: Magic-sickened grounds raising bones through decay
- Battlefields: Spirits of war refusing rest, armored and equipped
- Kingdom of Monsters: Wild necromantic storms sometimes raise armies
- Dungeons/Crypts: Guarding old tombs or cursed chambers
- Deep Underground: Buried catacombs, old cities, arcane collapse zones
- Summoning Circles: Created intentionally by necromancers or warlocks
Combat Role & Group Dynamics
Skeletons are most dangerous when encountered in groups. Their combat roles include:
- Skirmishers: Quick to flank or overwhelm a lone target
- Formations: Using shield walls or staggered lines to defend necromancers
- Wall-Crawlers: Some skeletons can scale surfaces using rigid bone dexterity
- Weaponmasters: Skeletons with proper equipment retain martial proficiency (DM can match to weapon origin)
Clatter Communication:
They don’t talk. Instead, they tap, rattle, or click their bones to signal others. These vibrations are subtle but effective over short distances.
Stat Block — Galian Skeleton
Medium undead, neutral evil
Armor Class: 11 (base, varies with equipment)
Hit Points: 13 (2d8 + 4)
Speed: 20 ft. (reduced from normal due to lack of muscles)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 | 12 (+1) | 14 (+2) | 6 (−2) | 8 (−1) | 5 (−3) |
Saving Throws: WIS +1
Damage Vulnerabilities: Bludgeoning
Damage Resistances: Piercing, Slashing
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 ft., Passive Perception 9
Languages: Understands creator’s language but cannot speak
Challenge Rating: 1/4 (50 XP)
Abilities
Bone Bond (Group Trait):
If a skeleton is within 30 feet of another, it gains +1 AC and +1 to hit. This stacks up to a maximum of +3 for a unit of 4 or more.
Equip Scavenge (Reaction):
If a skeleton begins its turn within 5 ft. of an unattended weapon, armor, or shield, it can equip it as a bonus action.
Clatter Swarm (Recharge 5–6):
Three or more skeletons within 10 ft. of each other can emit a rattling wave of sound. All non-undead creatures within 15 ft. must succeed a DC 11 Wisdom save or be startled, losing their reaction until their next turn.
Variants & Encounter Suggestions
Variants (Optional NPC/DM enhancements):
- Crypt Knight Skeletons: Wield magical armor and have 15+ AC
- Skeletal Archer: Longbow, +3 to hit, 1d8 damage
- Arcane-Bound Skeletons: Spell effects etched into bones — cast Magic Missile once per day
- Swamp-Born Skeletons: Drenched in acid; melee hits deal extra 1 acid damage
Encounter Use:
- Low-tier filler enemies for level 1–3 parties
- Tomb guardian waves
- Environmental hazard: rising from graves
- Dungeon denizens
- Creatures defending necromantic shrines or cursed objects
Encounter Table (Optional)
Location | d6 Encounter Style |
---|---|
Church Ruins | 1d4 skeletons in prayer poses, animate if disturbed |
Swamp Bog | 2d6 emerge from beneath the mud |
Dungeon Crypt | 1d8 patrolling a sarcophagus room |
Battlefield | 1d6 rise when touched or looted |
Monster Kingdom | 2d4 skeletons harassing goblins or lone travelers |
Deep Catacombs | 3d6 coordinated formation, equipped with scavenged gear |
Greybase Integration
Greybase is a foundational alchemical medium used exclusively in the creation of restorative (healing) potions. It is produced by combining:
- Slime Fluid (harvested from Thistle Slimes and others)
- Bone Powder (created by grinding any form of skeletal bone)
When correctly mixed, the potion turns a distinct cloudy grey, marking it as a Greybase. This chemical change is necessary for healing potions to bond with life energy. No licenses or restrictions apply to bone harvesting or Greybase production — every competent alchemist learns this step early.
Note: Non-restorative potions (e.g., poisons, buffs, utility effects) do not require Greybase.
Bone Armor & Weapon Crafting
Bone Weapons
- Easier to craft than metal weapons.
- Stronger than wood, though brittle against metal armor.
- Common among necromancers, tribal spellcasters, and underground factions.
- Can be enhanced with necromantic etchings or bound magic.
Bone Armor
- Primitive and patchwork by design — bones are strung together or affixed with leather strips, sinew, or rusted pins.
- Offers minor AC bonuses (typically +1–2), inferior to chain or plate.
- Requires large numbers of bones to craft full sets.
- Popular among undead-aligned cultists or survivalists without access to forge-quality materials.
Death Rattle Communication (Expanded)
Skeletons communicate using the sound of bone against bone — this includes:
- Weapon tapping to alert others
- Footbone stomps in formation lines
- Jaw clacking to indicate retreat or caution
These sounds carry farther in enclosed environments, such as crypts or narrow caves, and can unintentionally warn adventurers of their presence if one listens closely.
Environmental Interaction Upgrade
- If a weapon or armor is dropped in combat and a skeleton is unarmed or unequipped, it will move toward and attempt to equip it on its next turn — even mid-fight.
- Some skeletons may "test" multiple weapons if they have time (DM’s discretion), selecting ones that seem heavier or sharper.
Additional Encounter Flavor (Environmental Hazards)
Terrain | Skeleton Interaction Example |
---|---|
Crumbled Mausoleum | Skeletons pull bricks to use as clubs or shields |
Swamp Muck | Slowly rise, covered in leeches or wet moss |
Cave Systems | Hang motionless until light or sound triggers attack |
Battlefield Ruins | Some are half-buried, animating only when fully unearthed |
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