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Skeletons were undead animated corpses similar to zombies, but completely devoid of flesh and did not feed on the living. They ccould be made from virtually any solid creature, and as such their size and power varied widely. In addition to the basic humanoid skeleton, there were also skeletons created from wolves, trolls, ettins and even giants.[2]

DescriptionEdit

The undead form of skeletons was held by necromantic energy, which kept otherwise loose bones and joints together and conferred on the undead corpse a glimmer of vitality and rudimentary intellectual capabilities.[1]

Although skeletons were most typically created from humanoid remains, many other varieties existed.[1]

VariationsEdit

Baneguard 
First developed by priests of Bane, these skeletons could phase in and out and hurl bolts of magical energy.[4][5]
Blazing Bones 
Fiery skeletal undead created when a spellcaster's contingency spell goes wrong, these rare undead could be found in Myth Drannor.[citation needed]
SkeletonBonecrusher

Bonecrusher

Bonecrusher skeleton 
Large creature skeletons able to swing a greatclub with devastating results.[6]
Burnbones 
Powerful priests of Cyric who have been transformed into their current undead state as a special favor from the Dark Sun. Their place within the church of Cyric is as the baneliches' within the church of Bane.[7]
Crystal skeleton 
A human or demihuman skeleton that has been magically transformed to be made from ice.[8]
Direguard 
Baneguards improved by the Church of Cyric, these skeletons are wreathed in a shadowy field of force that functions as armor. They could also see invisible foes.[9]
Dust skeleton 
Appeared like regular skeletons but with very dry bones, and much lighter as a result.[10]
Fiery skeleton 
Burned with never-ending flames and it is immune to fire.[citation needed]
Merrow skeleton 
A skeletal undead form of the merrow.[11]
Minotaur skeleton-5e

A minotaur skeleton.

Minotaur skeleton 
A skeleton created from the corpse of a minotaur.[1]
Nimble skeleton 
More agile than standard skeletons and able to climb as fast as it can walk.[citation needed]
Skeleton warrior 
Powerful skeletons created from great warriors and who retain all of their fighting skill. Highly resistant to magic and difficult to command, skeleton warriors are rarely found in groups greater than two or three.[citation needed]
Skeletal dragon 
Created from a dragon and retained some of their deadly abilities. Not to be confused with a dracolich.[12]
Spike skeleton 
Tougher than regular skeletons and covered with bony thorns.[13]
Warhorse skeleton 
A skeleton created from the corpse of a war horse.[1]

Other VarietiesEdit

Athach skeletonBlazing skeletonBloody bonesBonepile skeletonBoneshard skeletonBonewretch skeletonDeath kin skeletonDecrepit skeletonDefiling skeletonDry bonesFrost skeletonGem eyesInsectoidLightning skeletonMarrowshriek skeletonObsidian skeltonRuneflame skeletonShattergloom skeletonSkeletal tomb guardianSkinwalker skeltonSklerosSpine creep skeletonStonespawned skeletonTortured skeletonVicious skeleton

CombatEdit

Animated skeletons were immune to mind affecting spells; they could not be rendered unconscious and could not tire. Edged and piercing weapons, such as swords and arrows, were mostly ineffective against skeletons; only blunt weapons, such as warhammers, were effective at knocking the bones apart. [2]

Like other undead, skeletons could be repelled or destroyed outright by priests, paladin and clerics.[2]

EcologyEdit

CreationEdit

The necromantic spell animate dead allowed spellcasters to create skeletons.[14] They could also spontaneously rise in locations saturated with evil or necromantic powers.[1]

AppendixEdit

ReferencesEdit

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Wizards RPG Team (2014). Monster Manual 5th edition. (Wizards of the Coast), pp. 272–273. ISBN 978-0786965614.
  2. 2.0 2.1 2.2 2.3 2.4 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual 3.5. (Wizards of the Coast), pp. 225–227. ISBN 0-7869-2893-X.
  3. Ed Greenwood et al. (1989). Lords of Darkness. (TSR, Inc), p. 4. ISBN 0-88038-622-3.
  4. Richard Baker, Ed Bonny, Travis Stout (February 2005). Lost Empires of Faerûn. (Wizards of the Coast), pp. 162–163. ISBN 0-7869-3654-1.
  5. James Wyatt and Rob Heinsoo (February 2001). Monster Compendium: Monsters of Faerûn. (Wizards of the Coast), p. 17. ISBN 0-7869-1832-2.
  6. Rob Heinsoo, Stephen Schubert (May 19, 2009). Monster Manual 2 4th edition. (Wizards of the Coast), p. 183. ISBN 0786995101.
  7. Kevin Melka and John Terra (April 1995). Ruins of Zhentil Keep (Monstrous Compendium). (TSR, Inc), p. 3. ISBN 0-7869-0109-8.
  8. Belinda G. Ashley (1997). “The Dragon's Bestiary: Arctic Monsters”. In Dave Gross ed. Dragon Annual #2 (TSR, Inc.), p. 34.
  9. Greenwood, Martin, Grubb (1993). Forgotten Realms Campaign Setting 2nd edition (revised), Monstrous Compendium. (TSR, Inc). ISBN 1-5607-6617-4.
  10. Rudy Thauberger (October 1996). “The Dragon's Bestiary: The necromancer's armory”. In Pierce Watters ed. Dragon #234 (TSR, Inc.), pp. 55–56.
  11. Matthew G. Adkins (March 2000). “The Akriloth”. Dungeon #79 (Wizards of the Coast), p. 72.
  12. Andy Collins, James Wyatt, and Skip Williams (November 2003). Draconomicon: The Book of Dragons. (Wizards of the Coast), pp. 192–193. ISBN 0-7869-2884-0.
  13. Rudy Thauberger (October 1996). “The Dragon's Bestiary: The necromancer's armory”. In Pierce Watters ed. Dragon #234 (TSR, Inc.), pp. 54–55.
  14. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 198–199. ISBN 0-7869-2886-7.