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[]
Race: undead
Size: medium
Alignment: neutral evil
Armor class: 15
Hit points: 36
Attack bonus: +11/+6
Damage: 2d6+9 slashing damage; criticals: 17-20/x2 (greatsword +1)
Abilities | ||
---|---|---|
strength | 18 | |
dexterity | 12 | |
constitution | 10 | |
intelligence | 10 | |
wisdom | 10 | |
charisma | 11 |
Turn resistance: +10
Damage immunity | |||
piercing | 50% | ||
slashing | 50% |
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 abilities[]
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[]
- 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