Neutral Man-sized (or smaller) Undead
FREQUENCY: Rare
NO. APPEARING: 3-30 (I. 1d4)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 7 (minimum; No AR)
SPEED: 12"
HIT DICE: 1 (hp 5)
% IN LAIR: nil
TREASURE TYPE: nil
THAC0: 19
MELEE: by weapon (1d6)
SPECIAL ATTACKS: skeletal attack; Hits As: normal
SPECIAL DEFENSES: undead; Immune cold; DR/slashing (half), DR/piercing (half), DR/chopping (half)
WEAKNESS: non-intelligent, skeletal attack, undead (skeleton)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: fanatical
SAVES: Poison 14, Petrify 17, Wand 18, Breath 20, Spell 19
LEVEL: I (XP 57 or 53 + 1 per h.p.)
The skeleton strikes with some form of weapon, but regardless of the weapon type the damage caused by a hit will be 1-6 hit points.
Skeletons suffer only one-half damage from sharp and/or edged weapons (such as spears, daggers, swords).
Blunt weapons such as clubs, maces, flails, etc. score normal damage. Fire scores normal damage.
Sleep, charm, hold and cold-based spells do not affect skeletons. Holy water causes 2-8 hit points of damage on a skeleton for each vial which strikes it.
Skeletons are magically animated, undead monsters. They are enchanted by a powerful magic-user or cleric of Evil alignment. The skeletons perform according to the command of their animator — the command being limited in scope to but a dozen or two words. They are found only in burial places or dungeons and similar forsaken places.
Skeletons attack until destroyed.
Neutral Large Undead
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 5 (No AR)
SPEED: 12"
HIT DICE: 4 (hp 18)
THAC0: 15
MELEE: by weapon (2d4)
SPECIAL ATTACKS: skeletal attack; Hits As: normal
SPECIAL DEFENSES: undead; Immune cold; DR/slashing (half), DR/piercing (half), DR/chopping (half)
WEAKNESS: non-intelligent, skeletal attack, undead (ghoul)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: fanatical
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: III
Neutral Large Undead
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 7 (No AR)
SPEED: 12"
HIT DICE: 5 (hp 23)
THAC0: 15
MELEE: by weapon (2d4)
SPECIAL ATTACKS: skeletal attack; Hits As: normal
SPECIAL DEFENSES: undead; Immune cold; DR/slashing (half), DR/piercing (half), DR/chopping (half)
WEAKNESS: non-intelligent, skeletal attack, undead (ghoul)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: fanatical
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: III
Neutral Large Undead
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 7 (No AR)
SPEED: 12"
HIT DICE: 9 (hp 41)
THAC0: 12
MELEE: by weapon (2d6)
SPECIAL ATTACKS: skeletal attack; Hits As: normal
SPECIAL DEFENSES: undead; Immune cold; DR/slashing (half), DR/piercing (half), DR/chopping (half)
WEAKNESS: non-intelligent, skeletal attack, undead (wight)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: fanatical
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: V
Neutral Large Undead
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 3 (No AR)
SPEED: 12"
HIT DICE: 11 (hp 50)
THAC0: 10
MELEE: by weapon (2d6)
SPECIAL ATTACKS: skeletal attack; Hits As: normal
SPECIAL DEFENSES: undead; Immune cold; DR/slashing (half), DR/piercing (half), DR/chopping (half)
WEAKNESS: non-intelligent, skeletal attack, undead (wight)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
MORALE: fanatical
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LEVEL: V
Skeletal Human Fighter 12
Neutral (Evil) Man-sized Undead
FREQUENCY: Very rare
NO. APPEARING: 1
SURPRISE: 33%
AURA: fear (sight; 5 HD or less)
SENSES: infravision
ARMOR CLASS: 3 (No AR)
SPEED: 60 ft.
HIT DICE: 9 + 2 to 9 + 12 (HD 9 + 6: hp 47)
% IN LAIR: 90%
TREASURE TYPE: A
THAC0: 9 (Fighter 12th)
MELEE: +1 two-handed sword (1d10; THAC0 5) and +1 two-handed sword (iterative; 1d10; THAC0 5)
SPECIAL ATTACKS: attack bonus (+3), multi-attack (+1/2); Hits As: normal
SPECIAL DEFENSES: cannot be turned, undead; Immune cold; DR/slashing (half), DR/piercing (half), DR/chopping (half)
WEAKNESS: circlet
MAGIC RESISTANCE: 145%
INTELLIGENCE: Exceptional (15-16)
MORALE: +49%
SAVES: Poison 7, Petrify 8, Wand 9, Breath 8, Spell 10
LEVEL: VII (10th-12th: XP 2,550 + 14 per h.p.) or VIII (13th-15th: XP 3,000 + 16 per h.p.)
These are undead lords of the 10th-15th level, formerly powerful fighters (and will have psionic abilities if possessed in life). Their appearance is similar to that of a lich (see ADVANCED DUNGEONS & DRAGONS MONSTER MANUAL)—skeletal creatures clad in the rich, but faded and rotting trappings of a powerful fighter.
The mere sight of a skeleton warrior will cause any creature below 5 hit dice to flee in panic.
Skeleton warriors usually fight with two-handed swords, but other types of weapon have been known to be used. Whatever weapon is used, the skeleton warrior attacks with a +3 'to hit' bonus, though the weapon itself does not become magical.
It is said that the skeleton warriors were forced into their lich-like state ages ago by a powerful and Evil demi-god who trapped each of their souls in a golden circlet. A skeleton warrior's sole reason for remaining on this plane is to search for and regain the circlet which contains its soul.
Anyone possessing one of these circlets may control the skeleton warrior whose soul is stored therein within a 240-ft range. The controller can see through the warrior's 'eyes' when controlling a warrior in this way, but he may not himself move nor may he cast spells—he is literally unable to do so. Thus, while in 'active control' the controller may cause the skeleton warrior to fight, to search for treasure and so forth. The controller may also control the creature in a 'passive mode'; the skeleton warrior will be inert while under passive control and the controller cannot see through its 'eyes' , but the controller can move, fight and cast spells. In either case, control is lost if the skeleton warrior moves more than 240-ft from the controller, or vice versa, or if the circlet is removed from the controller's head. If the circlet remains in his possession, the controller can resume control at a later time, but if it leaves his possession, whether by accident or deliberate act, the skeleton warrior will immediately stop what it is doing and proceed at double speed (12" movement rate) to attack and destroy the former controller, never resting until this task is accomplished or control is re-established. If the circlet falls into the possession of the skeleton warrior, it will 'die' and vanish, never to reappear, and the circlet will turn to fine, valueless dust.
When a circlet first comes in to the possession of a character, particularly if he does not recognise its significance, he may be unaware that the skeleton warrior whose soul is imprisoned therein will be tracking him. To establish control, he must not only put the circlet on his head but must also be able to see the skeleton warrior and concentrate on the establishment of control over the creature. If he does not do this, the skeleton warrior will attack him in an attempt to destroy him and gain possession of the circlet. Once control has been established in the first instance, however, it will only be broken as indicated above. The circlet cannot be worn with any other headgear to be effective; the wearing of a helm, for instance, will nullify its powers, though the skeleton warrior will still be aware of its presence.