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Skeleton Infantry

This troop of skeletons was once a cohort of highly disciplined spear-and-shield infantry from an ancient empire.

Recall Knowledge - Undead (Religion): DC 28

Elite | Normal | Weak
Proficiency without Level

Skeleton InfantryCreature 11

Source Bestiary 3 pg. 237
Perception +17; darkvision
Skills Athletics +18
Str +5, Dex +3, Con +4, Int -5, Wis +2, Cha +0
AC 31; Fort +21, Ref +18, Will +19
HP 180 (16 squares); Thresholds 120 (12 squares), 60 (8 squares); Resistances cold 5, electricity 5, fire 5, piercing 10, slashing 10; Weaknesses area damage 15, splash damage 8
Form a Phalanx Single ActionSingle Action Many of the skeletons raise their shields to protect others. The infantry gain a +2 circumstance bonus to AC until the start of their next turn.
Troop Defenses
Speed 25 feet; troop movement
Form Up Single ActionSingle Action Hurl Javelins! Two ActionsTwo Actions The troop's members throw a volley of javelins. Each creature in a 10-foot burst within 30 feet of the troop takes 2d6+10 piercing damage (DC 26 basic Reflex save). When the troop is reduced to 8 or fewer squares, this area decreases to a 5-foot burst.Lower Spears! Single ActionSingle Action to Three ActionsThree Actions Frequency once per round; Effect The skeletons engage in a coordinated longspear attack against each enemy within 10 feet (DC 27 basic Reflex save). The damage depends on the number of actions.
Single ActionSingle Action 2d8 piercing damage
Two ActionsTwo Actions 3d8+8 piercing damage
Three ActionsThree Actions 4d8+8 piercing damage
Phalanx Charge Two ActionsTwo Actions Requirements The infantry is in a phalanx; Effect The skeletons lower their longspears and charge. The troop Strides in a straight line until they're adjacent to an enemy then use Lower Spears!, dealing 3d8+8 piercing damage. Any creature that fails its save is also knocked prone.Troop Movement Whenever the skeleton infantry Stride, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the infantry enter difficult terrain, the extra movement cost applies to all the guards.

All Monsters in "Skeleton"

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


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.