Adjustments
Adventuring Gear
View all assistive items.
Assistive Items
View all types of contracts.
Contracts (4)
Cursed Items
View all types of customizations.
Customizations (5)
Intelligent Items
View all types of services.
Services (6)
View all types of shields.
Shields (3)
Siege Weapons
Spellhearts
View all types of wands.
Wands (3)
View all types of worn items.
Worn Items (5)

All Creatures
Abilities | Filter | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


Tyrannosaurus Skeleton

A massive dinosaur predator makes for a fearsome skeleton.

Recall Knowledge - Undead (Religion): DC 26

Elite | Normal | Weak
Proficiency without Level

Tyrannosaurus SkeletonCreature 9

NEGargantuanMindlessSkeletonUndead
Source Bestiary 3 pg. 237
Perception +17; darkvision
Skills Athletics +22
Str +7, Dex +0, Con +5, Int -5, Wis +2, Cha +0
AC 27; Fort +20, Ref +13, Will +17
HP 140 (negative healing); Immunities death effects, disease, mental, paralyzed, poison, unconscious; Resistances cold 10, electricity 10, fire 10, piercing 10, slashing 10
Speed 40 feet
Melee Single ActionSingle Action jaws +20 [+15/+10] (deadly d12, reach 20 feet), Damage 2d12+9 piercing plus GrabMelee Single ActionSingle Action foot +20 [+15/+10] (reach 15 feet), Damage 2d10+9 bludgeoningRib Skewer Single ActionSingle Action The tyrannosaurus skeleton bends down, attempting to skewer one adjacent creature on one of its massive ribs. The creature takes 2d10+9 piercing damage (DC 28 basic Reflex save). If the creature fails its save and is Medium or smaller, it's also impaled and stuck to the rib. It moves with the skeleton and takes 2d6 persistent bleed damage until it either Escapes or someone uses Force Open to break the rib (either is DC 28).Trample Three ActionsThree Actions Huge or smaller, foot, DC 28

All Monsters in "Skeleton"

NameLevel
Harpy Skeleton5
Skeletal Champion2
Skeletal Giant3
Skeletal Horse2
Skeletal Hulk7
Skeleton Guard-1
Skeleton Infantry11
Tyrannosaurus Skeleton9

Skeleton

Source Bestiary pg. 298
Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.

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.

Blaze Source Bestiary 3 pg. 236 The skeleton is wreathed with fire, which doesn't consume its bones or gear. The skeleton gains immunity to fire and weakness 5 to cold, loses its resistance to cold, and its Strikes deal additional persistent fire damage equal to half the skeleton's level (minimum 1 damage).

Bloody The skeleton is covered in dripping blood and gains fast healing equal to its level.

Bone Missile Two ActionsTwo Actions Source Bestiary 3 pg. 236 The skeleton yanks a rib from its ribcage to use as an arrow or javelin. The skeleton loses HP equal to its level (minimum 1), then makes a ranged Strike. This uses the attack bonus of whichever of the skeleton's other Strikes has the highest attack bonus and deals piercing damage equal to that Strike's damage plus the skeleton's level (minimum 1).

Bone Powder Source Bestiary 3 pg. 236 When the skeleton takes physical damage from a critical hit, one of its bones is pulverized into a fine powder. All creatures in a 5-foot emanation that breathe take 1d6 persistent poison damage (plus an additional 1d6 for every 6 levels the skeleton has).

Collapse ReactionReaction 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 reform in a standing position as an action, but until it does, it is immobilized and fiat-footed.

Explosive Death When the skeleton is destroyed, its bones shatter and explode as the necromantic energy holding it together is released. Adjacent creatures take 1d6 slashing damage per 2 levels (minimum 1d6) with a basic Reflex save.

Screaming Skull Two ActionsTwo 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.

Skeleton of Roses Source Bestiary 3 pg. 236 Thick briars have grown through the skeleton's bones, covering it in red roses with inch-long thorns. The skeleton's unarmed melee Strikes deal additional piercing damage equal to 1/3 the skeleton's level (minimum 1 damage). At the end of each of its turns, if the skeleton has caused piercing damage with its thorns, it regains HP equal to its level (minimum 1). Each time the skeleton regains HP in this way, another rose blossoms.

Sidebar - Advice and Rules Creating Skeletons

Start with a skeleton of the appropriate size. (Gargantuan skeletons can use skeletal hulk with the elite template, Gargantuan size, and 5 feet more reach.) Add Strikes, Speeds, or other abilities it would gain from its shape. For instance, a chimera skeleton might have a horn attack with its goat head and jaw attacks with its dragon and lion heads, but not a fist attack.

Sidebar - Locations Radiant Rebirth

When the powerful lich called the Whispering Tyrant returned from imprisonment, he unleashed the Radiant Fire that laid waste to several towns and cities around his prison of Gallowspire. Most of the fallen were left where they died, slowly steeping in necromantic energy. In the early days after these attacks, zombies commonly roamed the area, but as the years pass, skeletons have become more and more numerous.

Sidebar - Additional Lore Skeleton Origins

Necromancers occasionally add a little something extra to skeletons they animate, but sometimes skeletons can pick up aspects of their environment. Skeletons that spend centuries in an underground cavern with a lava lake often end up blazing. Corpses whose graves become overrun with briars and brambles sometimes rise with life-draining thorns, while skeletons in vermin-infested earth often take some of those vermin with them when animated.

Sidebar - Additional Lore Unlife without Flesh

The necromantic energies that infuse animated undead skeletons give them the ability to see without eyes and move without muscles. Despite being mindless, skeletons’ instinct to evil comes from their corrupt vital essence, perverting negative energy for creation rather than destruction.