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Skeleton

Skeleton Medium undead, lawful evil 1/4 50 xp

  • Armor class 13 (armor scraps)
  • Hit points 13 (2d8+4)
  • Speed 30 ft.
  • STR 10 (0)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 6 (-2)
  • WIS 8 (-1)
  • CHA 5 (-3)

Damage 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: 1/4 (50 xp)

Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.

Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it.

While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms.

Obedient Servants. Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can't read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks.

A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished.

Although they lack the intellect they possessed in life, skeletons aren't mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn't work, it searches for another way through or around the obstacle.

Habitual Behaviors. Independent skeletons temporarily or permanently free of a master's control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can't eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance.

When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation.

Undead Nature. A skeleton doesn't require air, food, drink, or sleep.

Damage Vulnerabilities: bludgeoning

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.

Zombie

Zombie Medium undead, neutral evil 1/4 50 xp

  • Armor class 8
  • Hit points 22 (3d8+9)
  • Speed 20
  • STR 13 (+1)
  • DEX 6 (-2)
  • CON 16 (+3)
  • INT 3 (-4)
  • WIS 6 (-2)
  • CHA 5 (-3)

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Darkvision 60 ft., Passive Perception 8

Languages: understands the languages it knew in life but can't speak

Challenge: 1/4 (50 xp)

From somewhere in the darkness, a gurgling moans heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp.

Dark Servants. Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay.

Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a Resurrection spell.

A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters.

Hideous Forms. Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water.

Mindless Soldiers. Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation.

A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won't retrieve a dropped weapon or other tool until told to do so.

Undead Nature. A zombie doesn't require air, food, drink, or sleep.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.