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Elite Skeleton

A skeleton wielding a greatsword strides fearlessly into battle, a chill seems to come with it as it moves, its eyes glow bright red and gleam with malice.

Elite Skeleton (CR 5)

XP 1,600
NE Medium Undead
Init +6; Senses Darkvision 60 ft.; Perception +10

DEFENSE

AC 22, touch 12, flat-footed 20 (+4 armor, +2 dex, +6 natural)
hp 49 (7d8+14)
Fort +4, Ref +4, Will +5
Defensive Abilities Channel Resistance +4; DR 10/bludgeoning and good; Immune Undead traits; Resist Ice 5
Weakness Fire and Holy

Tactics

During Combat The elite skeleton starts off combat with Black Cloud targeting as many as possible. It tends to use Hell Slash on it’s melee opponents to reduce their strength while it uses marrow drain on spell casters. They will flank with their allies.

OFFENSE

Speed 30 ft.
Melee Greatsword +10 (2d6+6) or 2 Claws +9 (1d4+4)
Space 5 ft.; Reach 5 ft.
Special Attacks Black Cloud, Hell Slash, Marrow Drain

STATISTICS

Str 19, Dex 15, Con –, Int 13, Wis 10, Cha 14
Base Atk +5; CMB +9; CMD 21
Feats Cleave, Improve Initiative, Power Attack, Weapon Focus (Greatsword)
Skill Acrobatics +9, Climb +8, Escape Artist +9, Perception +10, Stealth +12
Languages Abyssal, Common
Gear Chain Shirt, Greatsword

SPECIAL ABILITIES

Black Cloud (Su)

1/day, an elite skeleton can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. An elite skeleton deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition to the damage, must make a Fortitude save (DC 15) or be inflict with the Blind status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).

Hell Slash (Su)

3/day, as a swift action, an elite skeleton can imbue its greatsword with dark energies. The next time the elite skeleton strikes a creature with its greatsword, it discharges the dark elemental energy. It deals an addition 1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude save (DC 14), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (Knowledge: Religion DC 19).

Marrow Drain (Su)

3/day, an elite skeleton can siphon magic points off a single target within 30 ft. The target must make a Fortitude save (DC 11) or be drained for 1d4 MP which heals the elite skeleton for the same amount in HP. This does not work on creature’s with no MP. Blue mages may learn this ability as a 1st level spell (Knowledge: Religion DC 17).