Armor Class
13
(armor scraps)
Hit Points
13
(2d8 + 4)
Speed
30 ft.
STR
10
(+0)
DEX
14
(+2)
CON
15
(+2)
INT
6
(-2)
WIS
8
(-1)
CHA
5
(-3)
Damage Vulnerabilities
Bludgeoning
Damage Immunities
Poison
Condition Immunities
Exhaustion, Poisoned
Senses
Darkvision 60 ft., Passive Perception 9
Languages
Understands all languages it knew in life but can't speak
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Dancingplant I don't know if they have fixed that since then, but you can scroll through the different types of monsters and undead is in there. I hope this helps :)
Is this a human skeleton or just a basis for any general given skeleton besides beholder skeletons and minotaur skeletons?
According to the basic rules, Bone has an AC of 15... ?
Yes, I do! I'm actually using them for my necromancer right now, and though they're really weak when compared to zombies, if they just chill back out of combat with you, the wizard, you've got a bonus action 4d6 ranged damage at 5th level (Player), which you can use every round. Pretty nice!
That's not even mentioning higher levels, when you cast it with a 9th-level spell slot, that's 15d6!
Technically, this stat block is for humanoid skeletons (the size is negotiable), but you can derive a template for other creatures (such as the warhorse and warhorse skeleton)
Skeleton Creature Template.
(Appropriate for Beasts, Giants, and Monstrosities. May require modifications for other base creatures. Home brew).
For physical Attributes, skeletons have Constitution Scores of 15 (+2), regardless of whether the base creature has a higher or lower constitution score. They retain the Strength and Dexterity score of the base creature.
For mental attributes, a skeleton has a maximum Intelligence score of 6 (-2), a maximum Wisdom score of 8 (-1), and a maximum Charisma score of 5 (-3). (These are analogous to ogres and hill giants.)
In terms of damage, they have resistance to Piercing damage, vulnerability to Bludgeoning damage, and immunity to Poison damage and the Exhausted and Poisoned conditions.
A skeleton has Dark Vision out to 60 feet, and retains the ability to understand any languages the base creature knew in life, although it cannot speak.
Zombies have more hit points, are able to survive hits that would drop them to 0 hit points, have no damage vulnerabilities and are slightly better at WIS saves, but skeletons have a higher AC, generally higher damage output, are faster and are much better at DEX saves, slightly more perceptive, stealthier (although that would require specific instructions), noticeably smarter and lore-wise (at least in my interpretation) are more easily controlled and directed because of their higher intelligence and lawful evil alignment. So yes, unless you simply want a wall of of rotting flesh to function as an (in)human shield or to overwhelm enemy forces, skeletons are probably better, especially as guards.
Ya, I think campaigns use them a lot more...... though it's hard to incorporate them into the plot, because for flesh, tissue, and the body various systems to decay it takes a looooooooooong time so an enemy can't just summon a recently dead person back as one.
Of course, You could just take the time to carve the flesh off the bones and remove the organs. Shortcut!
Thank you for this obvious solution
LOL
Give the necromancer some pet vultures.
A Swarm of Insects is also excellent for this.
Do they always have armor or can the be like small children skeleton (same with zombies)
Do they?
Or let the rest of the party give the latest batch of dispatched bandits a respectful funeral pyre, even let the Cleric say a few words, then when they're not looking, grab the bones out of the ash pile and save them for when you need a few extra helpers. Also with a few extra minutes, some hay and a spare set of clothes you might be able to convince the good-aligned party members that you learned a new spell you call "animate scarecrow".
I think that you should make hem stouter and maybe give them larger bones. It would really add to the adventure I think if you gave them war hammers and crossbows seeing as those are more dwarvish. But I don't think you need to change the stats.
hello.
I've always wanted to play a necromancer, but never had the time. Also, pick up some Flail Snail Shell Shields, Necromancers! https://www.dndbeyond.com/monsters/flail-snail
I just noticed the Staggering Variety of Skeletons: https://www.dndbeyond.com/monsters?filter-type=0&filter-search=Skeleton&filter-cr-min=&filter-cr-max=&filter-armor-class-min=&filter-armor-class-max=&filter-average-hp-min=&filter-average-hp-max=&filter-is-legendary=&filter-is-mythic=&filter-has-lair=