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Weird Skeletons

For Dungeons & Dragons 5th edition, this was going to be a collection of monsters I was going to publish on DMs Guild, but in the end I abandoned the project.

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vernonrobber
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0% found this document useful (0 votes)
23 views5 pages

Weird Skeletons

For Dungeons & Dragons 5th edition, this was going to be a collection of monsters I was going to publish on DMs Guild, but in the end I abandoned the project.

Uploaded by

vernonrobber
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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WEIRD SKELETONS

For Dungeons & Dragons 5th Edition


Headless Skeleton Pile of Skulls Swarm of Skulls Cursed
Skull Storm Giant Skeleton
Dust Skeleton
Before animation, skeletal remains can be specially prepared
with dessicating resins and spells. The result is an undead on
the verge of disintegration, its brittle bones emitting a
nausiating haze of dust. As servants, they are unarmed, their
only function to die on the frontline. Enemies cough and
choke if caught in the cloud of a collapsing dust skeleton,
rendering them helpless against follow-up attacks by more
durable undead.
Spike Skeleton
To create a spike skeleton, a spellcaster must graft glyph-
inscribed bone splinters throughout the skeletal remains. The
result is an animated skeleton covered in inch-long thorns. It
attacks with the spikes fixed to its hands and forearms.
Manticore Spike Skeleton
As the anatomy of a manticore already supplies many spikes,
they are a common choice for creating a spike skeleton.
Unlike a living manticore, this undead cannot fly and cannot
regenerate its tail spikes. Those that have been through
several battles often are unable to use their tail spike attack.
Dust Skeleton Giant Hyena Dust
Medium undead, lawful evil
Skeleton
Armor Class 12 Large undead, lawful evil
Hit Points 4 (1d8)
Speed 30 ft. Armor Class 12
Hit Points 27 (5d10)
Speed 50 ft.
STR DEX CON INT WIS CHA

10 (+0) 12 (+1) 11 (+0) 6 (-2) 8 (-1) 5 (-3) STR DEX CON INT WIS CHA

Damage Vulnerabilities bludgeoning 16 (+3) 14 (+2) 11 (+0) 2 (-4) 8 (-1) 3 (-4)


Dammage Immunities poison
Condition Immunities exhaustion, poisoned Damage Vulnerabilities bludgeoning
Senses darkvision 60 ft., passive Perception 9 Dammage Immunities poison
Languages understands all languages it knew in life Condition Immunities exhaustion, poisoned
but can't speak Senses darkvision 60 ft., passive Perception 9
Challenge 0 (10 XP) Languages —
Challenge 1/2 (100 XP)
Death Burst. When the skeleton is reduced to 0 hit
points, it explodes in a cloud of bone dust. Each Death Burst. When the skeleton is reduced to 0 hit
creature within 10 feet of it must make a DC 11 points, it explodes in a cloud of bone dust. Each
Constitution saving throw, taking 3 (1d6) poison creature within 10 feet of it must make a DC 12
damage on a failed save. A creature that takes Constitution saving throw, taking 10 (3d6) poison
poison damage from the death burst is also damage on a failed save. A creature that takes
paralyzed until the end of its next turn. poison damage from the death burst is also
paralyzed until the end of its next turn.
Actions
Unarmed Strike. Melee Weapon Attack: +4 to hit,
Actions
reach 5 ft., one target. Hit: 1 bludgeoning damage. Bite.Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) piercing damage.
Spike Skeleton
To create a spike skeleton, a spellcaster must graft glyph- Manticore Spike
inscribed bone splinters throughout the skeletal remains. The
result is an animated skeleton covered in inch-long thorns. It Skeleton
attacks with the spikes fixed to its hands and forearms. Large undead, lawful evil

Armor Class 13
Manticore Spike Skeleton
As the anatomy of a manticore already supplies many spikes, Hit Points 60
Speed 30 ft.
(8d10 + 16)
they are a common choice for creating a spike skeleton.
Unlike a living manticore, this undead cannot fly and cannot
regenerate its tail spikes. Those that have been through STR DEX CON INT WIS CHA
several battles often are unable to use their tail spike attack. 17 (+3) 16 (+3) 15 (+2) 6 (-2) 8 (-1) 4 (-3)

Damage Vulnerabilities bludgeoning


Spike Skeleton Dammage Immunities poison
Medium undead, lawful evil Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Armor Class 13 Languages understands Common but can't speak
Hit Points 19 (3d8 + 6) Challenge 2 (450 XP)
Speed 30 ft.
Blood Mark. A creature that takes damage from the
spike skeleton is marked. The creature loses the
STR DEX CON INT WIS CHA
blood mark once it regains any number of hit
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3) points.
Bonespray. When the skeleton scores a critical hit,
Damage Vulnerabilities bludgeoning
or a creature scores a critical hit against the
Dammage Immunities poison
skeleton, each creature within 5 feet of the
Condition Immunitiesexhaustion, poisoned skeleton takes 2d6 piercing damage.
Senses darkvision 60ft., passive Perception 9
Languages understands all languages it knew in life
but can't speak
Actions
Challenge 1/4 (50 XP) Multiattack. The skeleton makes three attacks: one
with its bite and two with its claws or three with its
Blood Mark. A creature that takes damage from the tail spikes.
spike skeleton is marked. The creature loses the Bite.Melee Weapon Attack: +5 to hit, reach 5 ft.,
blood mark once it regains any number of hit
one target. Hit: 7 (1d8 + 3) piercing damage.
points.
Claw.Melee Weapon Attack: +5 to hit, reach 5 ft.,
Bonespray. When the skeleton scores a critical hit, one target. Hit: 6 (1d6 + 3) slashing damage.
or a creature scores a critical hit against the
skeleton, each creature within 5 feet of the Ranged Weapon Attack: +5 to hit, range
Tail Spike.
skeleton takes 1d6 piercing damage. 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing
damage.
Actions Blood Burn (Recharge 6). Each creature with a blood
Spike.Melee Weapon Attack: +4 to hit, reach 5 ft., mark within 10 feet of the skeleton must make a
one target. Hit: 5 (1d6 + 2) piercing damage. DC 13 Constitution saving throw. On a failed save,
the creature takes 21 (6d6) fire damage, or half as
Blood Burn (Recharge 6). Each creature with a blood much damage on a succesful one.
mark within 10 feet of the skeleton must make a
DC 12 Constitution saving throw. On a failed save,
the creature takes 10 (3d6) fire damage, or half as
much damage on a succesful one.
Skeleton
Medium undead, lawful evil

Armor Class 13
Hit Points 13 (2d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA

10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

Damage Vulnerabilities bludgeoning


Dammage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life
but can't speak
Challenge 1/8 (50 XP)

Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.

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