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PFS StandardSkeleton Guard

The most common skeletal minions are mere guardians.

Recall Knowledge - Undead (Religion): DC 13
Unspecific Lore: DC 11
Specific Lore: DC 8

Elite | Normal | Weak
Proficiency without Level

Skeleton GuardCreature -1

Medium Mindless Skeleton Undead Unholy 
Source Monster Core pg. 312
Perception +2; darkvision
Skills Acrobatics +6, Athletics +3
Str +2, Dex +4, Con +0, Int -5, Wis +0, Cha +0
Items scimitar, shortbow (20 arrows)
AC 16; Fort +2, Ref +8, Will +2
HP 4 (void healing); Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious; Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5
Speed 25 feet
Melee [one-action] scimitar +6 [+1/-4] (forceful, sweep), Damage 1d6+2 slashingMelee [one-action] claw +6 [+2/-2] (agile, finesse), Damage 1d4+2 slashingRanged [one-action] shortbow +6 [+1/-4] (deadly d10, range increment 60 feet, reload 0), Damage 1d6 piercing

All Monsters in "Skeleton"

NameLevel
Skeletal Champion2
Skeletal Giant3
Skeletal Horse2
Skeletal Hulk7
Skeleton Guard-1

Skeleton

Source Monster Core pg. 312
Animated skeletons are among the most common types of undead.

Skeleton Abilities

Most skeletons have one of these abilities. If you give a skeleton more, you might want to increase its level and adjust its statistics.

Bloody A coating of blood gives the skeleton fast healing equal to its level.
Collapse [reaction] Trigger The skeleton is critically hit; Effect The skeleton collapses into a pile of bones and the attack deals only normal damage. The skeleton can re-form in a standing position as an action, but until it does, it is immobilized and off-guard.
Explosive Death When the skeleton is destroyed, its bones shatter and explode. Adjacent creatures take 1d6 slashing damage per 2 levels (minimum 1d6) with a basic Reflex save against the moderate spell DC for the skeleton's level.

Screaming Skull [two-actions] (auditory, emotion, fear, mental) The skeleton removes its skull and throws it, making a jaws attack with a range of 20 feet. It then attempts to Demoralize each foe within 10 feet of the target. The head bounces, rolls, or even flies back, returning to the skeleton at the start of its next turn. The skeleton is blind until then.