This armored creature looks like a yellow skeleton. Small red pinpoints of light burn in its hollowed eye sockets as it draws its weapon.
Skull Warrior (CR 1)
NE Medium Undead
Init +6; Senses Darkvision 60 ft.; Perception +5
AC 18, touch 12, flat-footed 16 (+3 armor, +2 dex, +3 natural)
hp 9  (2d8)
Fort +0, Ref +2, Will +3
DR 5/bludgeoning; Immune Undead traits
Weakness Fire and Holy
During Combat The skull warrior 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.
Speed 30 ft.
Melee Scimitar +4 (1d6+3/18-20), Claw -1 (1d4+1), or 2 Claws +4 (1d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Hell Slash, Marrow Drain
Str 16, Dex 14, Con –, Int 8, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 16
Feats Improved Initiative
Skills Acrobatics +5, Climb +4, Escape Artist +5, Perception +5, Stealth +7
Gear Studded leather armor, scimitar
Hell Slash (Su)
Once per day, as a swift action, a skull warrior can imbue its scimitar with dark energies. The next time the skull warrior strikes a creature with its scimitar, 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 12), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (Knowledge: Religion DC 19).
Marrow Drain (Su)
2/day, a skull warrior can siphon magic points off a single target within 30 ft. The target must make a Fortitude save (DC 11) or be drained for 1d3+1 MP which heals the skull warrior 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).