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Skeletalchieftain

Skeleton chieftain: The bones of the dead, animated by dark magic, skeletons have no mind of their own. They are but an extension of their master's will.

Statistics Edit

Race: undead
Alignment: neutral evil
Armor class: 15
Hit points: 36
Attack bonus: +11/+6
Damage: 2d6+9 slashing damage; criticals: 17-20/x2 (greatsword +1)

Hit dice (level): 7
Challenge rating: 7

Saves
  fortitude 5
reflex 3
will 4

Size: medium

Abilities
  strength 18
dexterity 12
constitution 10
intelligence 10
wisdom 10
charisma 11
Spell resistance: 20
Turn resistance: +10
Damage immunity
  piercing 50%
  slashing 50%
Damage reduction: 5/+1

Trained skills:(‡) discipline (12), listen (4), spot (4)
Feats: armor proficiency (heavy), armor proficiency (medium), armor proficiency (light), cleave, darkvision, improved critical (greatsword), power attack, weapon proficiency (creature), weapon proficiency (martial), weapon proficiency (simple), weapon specialization (greatsword)

Blueprint:(‡) nw_skelchief
Craft drop: large bone

Special abilitiesEdit

A skeleton chieftain has the usual undead immunities to critical hits, death magic, disease, level drain, ability drain, mind-affecting spells, paralysis, poison, and sneak attacks.

Notes Edit

  • This creature has creature weapons that inflict 1d8+4 piercing-slashing damage, but these are never used as this creature cannot be disarmed.
  • The skeleton chieftain summoned by the animate dead spell (and feat) and transmogrifying wand item property differs from the standard creature in that it wields a +2 greatsword (instead of a +1), hence its attack bonus and damage are increased by 1 and it can pierce a higher degree of damage reduction. The ResRef of this summoned creature is nw_s_skelchief.

See also: skeleton, skeleton mage, skeleton priest, skeleton warrior

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