Skeleton, Medium

Skeleton, Medium
Level 1 (+1)
"Ok....ok.....I made some better guards this time. The key was FRESH corpses, you can't just use any old body you find if you want a decent guard. I was testing you the first time. You failed. Anyways, THIS time, there is no way in the Dark Arts that they are getting through this door!"
——Khalesh the Necrofiend, the early years
The Common Skeleton is usually a skeleton animated from the body of an average person who died not too far in the past. They are surprisingly resilient for being hollow skeletons, but are still dealt with easily enough with a strong club wielded by a strong arm. These creatures are typically used to attack unguarded locations or guard specific areas, as they are powerful enough to overwhelm most average people. They prefer to attack with their sharp, bony fingers and rend the flesh of the living.
Awareness
16
Senses
Lifesense
Initiative
14/1d10
Hitpoints: 10
Healing Value: 2
Resilience: +1
Morale
0
AC
13/13
Touch
12
Fort
12
Reflex
12
Will
11
Defenses
Resistances: Piercing (Imm), Slashing (50%), Cold (DR 5). Daze Resistance (2).
Mindless Immunities: Psychic damage, Enfeebled, Pain, Mind-Affecting, Morale Effects.
Vulnerabilities: Radiant (1.5x)
Attributes / Saving Throws (1 AP)
STR
13 / 16
DEX
13 / 16
CON
8 / 11
INT
2 / 3
WIS
11 / 12
CHA
6 / 7
REC 7
Actions (+3 AP)
Standard Attacks (2 AP)
+4 vs AC (ArN 1)
Skeletal Claw Swipe
1d6 + 1 (avg 5) Slashing damage
Melee Reach 5ft • One creature
The Common Skeleton slashes at a target, its skeletal hands tearing through flesh.
1d6 + 1 (avg 5) Slashing damage
Grapple +3
Special Attacks (3 AP)
+4 vs AC (ArN 1)
Raking Claws  • Basic
2d6 + 1 (avg 8) Slashing damage
Melee Reach 5ft • One creature
The Common Skeleton aggressively tears into the flesh of its target with both bony hands.
+4 vs AC (ArN 1)
Death Grip [1/Rest]  • Basic
2d6 + 1 (avg 9) Slashing damage
Melee Reach 5ft • One creature
The Common Skeleton's clawed hand digs deep into the flesh of an enemy, and snaps off, sticking into the target's body. On a hit, the target suffers ongoing 5 Bleed damage every 10 segments until they can remove the claw [SE, ST 3d10 vs STR].
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
30 ft
Sprint
50 ft
Overland Movement
30 mi/day
Qualities
Skills: Balance R2 (+4), Climb R2 (+4), Jump R1 (+4), Stealth R3 (+7), Listen R2 (+4), Spot R2 (+6)
Feats: Daze Resist
Philosophies: Rank 1 Mental, Rank 3 Physical, Rank 1 Undeath
Combat Training: None
Wits: +2, Brawn: +6
Equipment: None
Charm
-
Coercion
-
Deception
-
Manipulation
-
Persuasion
-
Aloofness
-
Bravery
-
Intuition
-
Tolerance
-
Suspicion
-
Social
Composure: -
Languages: None
Motives: Follow the commands of its master
Prejudices:


    Skeleton Characteristics

    Skeletons, like the name would suggest, are animated skeletons of deceased humanoids, almost always brought back to life for some nefarious purpose. They appear in many variations, sizes and shapes, usually depending on what they had been in life, but sometimes even further altered by horrid magics. Skeletons are frail and weak as undead monsters go, but they are incredibly dangerous in large numbers, and most possess a basic intelligence remaining from their former lives that allows them the ability to wield weapons and follow simple strategy, whereas most undead attack on their own. The practice of animating a corpse into a skeleton strips the body of all flesh and organs, leaving behind a hollow shell capable of terrifying acts.


    History

    Much like zombies, skeletons were largely created by ill-intentioned mortal magic users for the purposes of building a powerful army. They were among the first type of undead seen in an ancient mage clan's bid for power, a war that threatened to consume the mortal world and turn it into one of decay and pestilence. Fortunately the crisis was averted, but the magic for these basic tools of necromancy remained, and is still practiced in secret enclaves and cults through the world.

    Culture

    Skeletons have little culture of their own, primarily being tools for other creatures that have the power to create or control such monstrosities. If there is any nod to society to be given by these unholy constructs, it is that they are often animated in the garb they died in, conveniently enough for dark wizards unwilling to provide their minions with armor.