Roll20 skeleton

Roll20 skeleton DEFAULT

Pathfinder

The pile of bones suddenly stirs, rising up to take on a human shape. Its long, bony fingers reach out to claw at the living.

Skeletons are the animated bones of the dead, brought to unlife through foul magic. While most skeletons are mindless automatons, they still possess an evil cunning imparted to them by their animating force—a cunning that allows them to wield Weapons and wear armor.

Creating a Skeleton

“Skeleton” is an acquired template that can be added to any corporeal Creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Challenge Rating: Depends on Hit Dice, as follows:

HDCRXP
1/21/665
11/3135
2–31400
4–52600
6–73800
8–941,200
10–1151,600
12–1462,400
15–1773,200
18–2084,800

Alignment: Always neutral evil.

Type: The creature's type changes to Undead. It retains any subtype except for Alignment subtypes (such as good) and subtypes that indicate kind (such as giant). It does not gain the Augmented subtype. It uses all the base creature's statistics and Special Abilities except as noted here.

Armor Class: Natural armor bonus changes as follows:

Skeleton SizeNatural ArmorBonus
Tiny or smaller+0
Small+1
Medium or Large+2
Huge+3
Gargantuan+6
Colossal+10

Hit Dice: A skeleton drops any HD gained from class levels and changes racial HD to d8s. Creatures without racial HD are treated as if they have 1 racial HD. If the Creature has more than 20 Hit Dice, it can't be made into a skeleton by the Animate Deadspell. A skeleton uses its Cha modifier (instead of its Con modifier) to determine bonus Hit Points.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Defensive Abilities: A skeleton loses the base creature's defensive abilities and gains DR 5/bludgeoning and Immunity to cold. It also gains all of the standard immunities and traits possessed by Undead creatures.

Speed: A winged skeleton can't use its wings to fly. If the base Creature flew magically, so can the skeleton. All other Movement types are retained.

Attacks: A skeleton retains all the natural Weapons, manufactured weapon attacks, and weapon proficiencies of the base Creature, except for attacks that can't work without flesh. A Creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full Attack Bonus. A claw attack deals Damage depending on the skeleton's size (see Natural Attacks). If the base Creature already had claw attacks with its hands, use the skeleton claw Damage only if it's better.

Special Attacks: A skeleton retains none of the base creature's Special Attacks.

Abilities: A skeleton's Dexterity increases by +2. It has no Constitution or Intelligence score, and its Wisdom and Charisma scores change to 10.

BAB: A skeleton's base Attack Bonus is equal to 3/4 of its Hit Dice.

Skills: A skeleton loses all skill ranks possessed by the base Creature and gains none of its own.

Feats: A skeleton loses all feats possessed by the base Creature and gains Improved Initiative as a bonus feat.

Special Qualities: A skeleton loses most special qualities of the base Creature. It retains any extraordinary special qualities that improve its melee or ranged attacks.

Environment: Any, usually the same as base Creature.

Organization: Any.

Treasure: Generally none, although sometimes a skeleton's creator arms it with magical armor or Weapons.

Numerous variant skeletons exist, such as those whose bones burn with an unending fire and those who drip with gore and reassemble themselves over time. Both of these variant skeletons can be created using Animate Dead, but they count as twice their normal number of Hit Dice per casting. Once controlled, they count normally against the controller's limit.

Perhaps the most dangerous variant skeleton, though, is the Skeletal Champion. This skeleton retains its intellect, and often any class levels it possessed in life. A Skeletal Champion cannot be created with Animate Dead—these potent Undead only arise under rare conditions similar to those that cause the manifestation of ghosts or via rare and highly evil rituals.

Each of the following skeleton types modifies the base skeleton in a few key ways. Except as noted, these variations can be stacked with one another—it's possible to have a bloody burning Skeletal Champion.

Bloody Skeleton

A Bloody Skeleton is coated in a slick layer of blood and gore infused with negative energy. This gore allows the skeleton to reform and heal itself. In addition to the changes for the skeleton template, make the following adjustments to the base Creature.

Challenge Rating: As a normal skeleton + 1.

Fast Healing: A Bloody Skeleton has fast Healing equal to 1 per 2 Hit Dice it possesses (minimum 1).

Saves: A Bloody Skeleton gains channel Resistance +4.

Abilities: A bloody skeleton's Charisma is 14.

Special Qualities: A Bloody Skeleton gains the deathless special quality.

Burning Skeleton

A Burning Skeleton is surrounded by an aura of flames that deals fire Damage to those it strikes. In addition to the changes for the skeleton template, make the following adjustments to the base Creature.

Challenge Rating: As a normal skeleton + 1.

Aura: Burning skeletons possess a fiery aura.

Defensive Abilities: Burning skeletons lose their Immunity to cold but gain Immunity to fire. A Burning Skeleton gains vulnerability to cold Damage.

Melee Attacks: A burning skeleton's melee attacks (including both those made with a natural weapon and those made with a manufactured weapon) deal an additional 1d6 points of fire Damage.

Abilities: A burning skeleton's Charisma is 12.

Special Qualities: A Burning Skeleton gains fiery death.

Show Attribute List

AC

16, Touch 12, Flat-footed 14 (+2 Armor, +2 Dex, +2 Natural)

Feats

Gear

Broken Chain Shirt, Broken Scimitar

Immune

Melee

Broken Scimitar +0 (1d6), Claw 3 (1d4+1) Or 2 Claws +2 (1d4+2)

Senses

Darkvision 60 Ft.; Perception +0

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D&D 5th Edition

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Traits

Charge: If the Skeleton moves at least 10 feet straight toward a target and then hits it with a gore Attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Actions

Greataxe: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Gore: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Show Attribute List

Condition Immunities

Languages

Understands Abyssal But Can't Speak

Roll 0

Roll 1

Vulnerabilities

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Skeleton

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Skeleton Horde

Slam (d6 Damage ) 7 HP 1 Armor

Close

Dem bones, dem bones, dem dry bones. Instinct: To take the semblance of life

  • Act out what it did in life
  • Snuff out the warmth of life
  • Reconstruct from miscellaneous bones

Description

Dem bones, dem bones, dem dry bones.

Instinct

To take the semblance of life

Sours: https://roll20.net/compendium/dw/Skeleton
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  • 31 High quality, digitally painted, monster tokens.
  • 9 borderless portraits to use as profiles, cards, etc.
  • 9 portrait tokens with ""bones"" themed borders
  • Archetypes include Warrior, Mage, Rogue, Giants, and obligatory skeleton pirate!
  • Each archetype comes in both naked bones and full gear versions.
  • Warrior, Mage, Rogue, and Archer come in difference sizes to depict different races like human, halfling, and dwarf (bearded and unbearded)

49 Items Included in Skeletons

GiantSkeletonAxe

huge undead zombie fantasy token

GiantSkeletonHammer

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GiantSkeletonSword

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SkeletonArcherPortraitBeard

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SkeletonArcherTokenBeard

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SkeletonCasterPortraitBeard

halfling skull small bones fantasy token

SkeletonCasterPortrait

halfling skull small bones fantasy token

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SkeletonKnightPortraitBeard

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SkeletonRoguePortrait

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SmallSkeletonArcherPlain

dwarven dwarf bow fantasy token

SmallSkeletonArcher

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SmallSkeletonArmorSwordAndShield

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SmallSkeletonMage

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SmallSkeletonPlainDaggers

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SmallSkeletonSwordAndShield

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SmallSkeletonWizard

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TinySkeletonArcherPlain

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TinySkeletonArcher

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TinySkeletonArmorSwordShield

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TinySkeletonPlainDaggers

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TinySkeletonPlain

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TinySkeletonRogueDaggers

halfling thief assassin fantasy token

TinySkeletonSwordAndShield

halfling small warrior fantasy token

TinySkeletonWizard

halfling caster staff mage fantasy token

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Skeleton roll20

D&D 5th Edition

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This spell creates an Undead servant. Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an Undead creature. The target becomes a Skeleton if you chose bones or a Zombie if you chose a corpse (the DM has the creature's game statistics).

On each of your turns, you can use a Bonus Action to mentally Command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can Command any or all of them at the same time, issuing the same Command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general Command, such as to guard a particular Chamber or corridor. If you issue no commands, the creature only defends itself against Hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any Command you've given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels: When you cast this spell using a spell slot of 4th Level or higher, you animate or reassert control over two additional Undead creatures for each slot above 3rd. Each of the creatures must come from a different corpse or pile of bones.

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Higher Spell Slot Desc

When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional Undead creatures for each slot above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Material

A drop of blood, a piece of flesh, and a pinch of bone dust

Target

A pile of bones or a corpse of a Medium or Small humanoid within range

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Summoning PCs, Monsters \u0026 Spell Effects using the SpawnDefaultToken API

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