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Skeletal Giant

The reanimated bones of giants make excellent necromantic thralls.

Recall Knowledge - Undead (Religion): DC 18

Skeletal GiantCreature 3

Source Bestiary pg. 299
Perception +7; darkvision
Skills Athletics +12, Intimidation +9
Str +5, Dex +1, Con +3, Int -5, Wis +0, Cha +2
Items glaive, half plate
AC 17; Fort +10, Ref +8, Will +7
HP 50 (negative healing); Immunities death effects, disease, mental, paralyzed, poison, unconscious; Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5
Speed 30 feet
Melee Single ActionSingle Action glaive +12 [+7/+2] (deadly d8, forceful, reach 15 feet), Damage 1d8+7 slashingMelee Single ActionSingle Action horns +12 [+8/+4] (agile), Damage 1d10+5 piercingBroad Swipe Two ActionsTwo Actions The giant makes two Strikes with its glaive against two adjacent foes, both of whom are within its reach. The multiple attack penalty does not increase until after both attacks are resolved.Terrifying Charge Two ActionsTwo Actions The giant Strides and makes a horns Strike with a +4 circumstance bonus to damage. If the strike hits, the giant attempts to Demoralize the target.

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.

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

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.

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.