Skeletal Warrior

Medium-size Undead

Hit Dice:  5d12 (30 hp)

Initiative:  +6 (+2 Dex, +4 improved init.)

Speed:  20 ft.

AC: 21 (+2 Dex, +5 chain mail, +2 Shield, +2 natural)

Attacks:  Long sword +9 melee

Damage:  1d8+7 (19-20/x2) Face/Reach:  5ft. by 5ft./5ft.

Special Qualities:  Undead, Immunities

Saves:  Fort +2, Ref +3, Will +6

Abilities:  Str 16, Dex 15, Con 0, Int 15, Wis 14, Cha 14

Skills:  Listen +10, Move Silently +10, Ride +10, Search +9, Spot +10

Feats:  Weapon Focus, Weapon Specialization (long sword), Improved Initiative, Blind Fight

Climate/Terrain:  Any

Organization:  Any

Challenge Rating:  3

Treasure:  None

Alignment:  Lawful Evil

Advancement:  6-9 HD (Large), 10-15 (Huge)

Skeletal warriors are former fighters who are raised from large battlefields to serve the necromancer. They are intelligent and powerful in combat.

Skeletal warriors are usually arrayed as they were in life, including armor and weapons. They can speak the languages they spoke in life.

Combat

The skeletal warrior is a powerhouse of melee combat. Usual tactics are toe-to-toe fighting; utilizing the undead’s best attributes.

Undead:  Immune to mind influencing spells, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Immunities:  Skeletal warriors have cold immunity. Because they lack flesh or internal organs they take only half damage from piercing or slashing weapons.