Skeletons

Skeletons! Animated by necromancers, powerful creatures, or maybe just the violent circumstances of their death. These creatures tend to have medium armor by default.

Skeletons: Skeletal Body.

You have heavy armor against piercing and slashing attacks. You have no armor against bludgeoning attacks.

Lvl 1 large tall skeleton
25
Tall Folk: Tall Stature.

Your attacks deal half damage to prone targets, and you have disadvantage to attack them.

  • Bone Axe.

Poorly animated skeleton of a troll made by a novice necromancer.

Lvl 3 angel skeleton
640
Divine Beings: Incomprehensible Divinity .

If a hero looks at you for too long (performs 2 actions against you that require sight in the same turn) they become Enraptured (They cannot attack another creature, have a speed of 0, and take 1d6 radiant damage after each action) by you until they are magically healed or reduced to 0 HP.

Enchanting Voice.

Heroes within Reach: 6 of you are Taunted

Despite having no lungs, these angelic skeletons sing irresistible songs. They are sent to punish the proud.

Lvl 12 large lawyer bony fisher
M8130
Devils: Fisher of Souls.

You gain a +10 bonus to any dice roll involving fishing. If a creature with a soul dies near you, once per round you can claim its soul to restore d666 HP.

Accept my Deal!

Heroes that are not prone may choose to fall prone to make an attack miss.

  • Tail Stab..

    On hit: Poisoned for 1 minute. Then:

  • Claw (×2).
Lvl 18 skeletal fire flinger
4206
Fire Elementals: Fiery Heart.

You are immune to fire damage, and contact with you inflicts Smoldering.

Choose one.
  • Fire Ball!.

    Range: 8. Attacks a 4 by 4 area. On hit: Smoldering

  • Ignite Their Souls!.

    Misses if the target is not Smoldering. On hit: ends Smoldering