Skeleton (CR +1)
Table of Contents
"Skeleton" is an acquired template that can be added to any living corporeal creature with a skeletal system (referred to hereafter as the base creature).
Racial Traits
Standard Traits
- CR: +1 (20 CP total)
- Hit Dice: The skeleton drops all class levels, and loses all abilities and bonuses from them. It retains its racial HD, and gains 1 skeleton HD (d8). This skeleton HD stacks with the base creature's HD to determine the number of ability score increases, racial feats, skill proficiency increases, and any abilities or traits that scale off of the creature's total HD except for its base attack bonus and base saving throw bonuses (see traits below). (-20 CP)
- Alignment: Neutral evil.
- Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind (such as giant). It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here. Do not recalculate the base creature's base attack bonus, base saving throw bonuses, and skill ranks.
- Speed: A winged skeleton can’t use its wings to fly. If the base creature flew magically, so can the skeleton. All other movement types are retained.
- Ability Score Adjustment: +6 Dexterity, +6 Charisma. Skeletons have no Constitution score, and instead use their Charisma score in place of it score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution. They also do not have an Intelligence score (see Mindless). (17 CP)
Defense Racial Traits
- Cold Immunity: The skeleton gains immunity to cold. (4 CP)
- Damage Reduction: The skeleton gain DR/bludgeoning equal to its total Hit Dice. If the base creature already has DR/bludgeoning, the value is doubled. (2 CP)
- Natural Armor: The skeleton gains a natural armor bonus equal to its total Hit Dice. If the base creature already has a natural armor bonus, it includes its giant HD as part of its total HD to determine its natural armor bonus, and gains Improved Natural Armor as a bonus feat. (2 CP)
- Undead Immunities: The skeleton is immune to the following conditions: bleed, energy drain, exhaustion, fatigue, paralysis, sleep, and stunned. It is also immune to death, disease, mind-affecting, and poison effects and spells. It is also immune to ability drain, energy drain, nonlethal damage, and ability damage to Strength, Dexterity, and Constitution. It is not affected by raise dead or reincarnate effects or spells. Finally, the skeleton is immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). (85 CP)
- Undead Saving Throws: The skeleton increases the base creature's Will saving throw bonus to good progression (1/2 total HD + 2) if not already so. (2 CP)
- Undead State: The skeleton is immune to the disabled and dying conditions, and is destroyed at 0 hp. (-2 CP)
Feat and Skill Racial Traits
- Feats: The skeleton loses all non-bonus feats possessed by the base creature and gains none of its own (see Mindless). However, it does gain Armor Proficiency (light, medium, heavy), Dodge, Improved Initiative, Multiweapon Fighting, Toughness, and Weapon Focus (natural) as bonus feats. (16 CP)
- Mindless Skills: The skeleton cannot use, nor put ranks and proficiency increases, the following skills: Appraise, Artistry, Autohypnosis, Bluff, Craft, Diplomacy, Disguise, Handle Animal, Heal, Knowledge, Linguistics, Lore, Perform, Profession, Sense Motive, Spellcraft, Survival, Truespeak, Use Magic Device. Reallocate any proficiency increases acquired by the base creature to other skills. (-76 CP)
- Skill Ranks: The skeleton loses all skill ranks possessed by the base creature and gains none of its own (see Mindless).
Offense Racial Traits
- Attacks: A skeleton retains all the natural weapons of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A claw attack deals damage depending on the skeleton’s size. If the base creature already had claw attacks with its hands, increase the base creature's claw damage by 1 size. At 7th Hit Die, and every 7 HD after, the claw's damage increases by 1 size. (4 CP)
- Base Attack Bonus: The skeleton increases the base creature's base attack bonus by 0. (0 CP)
Senses Racial Traits
- Darkvision: The skeleton can see perfectly in the dark for up to 60 feet. At 7th Hit Die, and every 7 HD after, this range increases by 30 feet. If the base creature already had darkvision, its range increases by 30 feet. (2 CP)
Other Racial Traits
- Mindless: The skeleton does not have an Intelligence score, is immune to all mind-affecting effects, lose all cultural traits, and does not gain skill ranks. (-30 CP)
- Powered by Negative Energy: Ghouls are healed by negative energy and harmed by positive energy. (-1 CP)
- Undead Biology: A skeleton does not need to breath, drink, eat, or sleep unless doing so benefits it. (15 CP)
page revision: 11, last edited: 12 Jul 2021 01:51