Skeleton

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Skeleton token by [Max Hamm](https://www.patreon.com/cw/MaxHamm)

Skeleton

Level 1 Horde Artillery
Undead, Soulless EV 3
  1. 1M Size
  2. 5 Speed
  3. 10 Stamina
  4. 0 Stability
  5. 2 Free Strike
Immunity Corruption 1, poison 1 Weakness
Movement
  1. Might

    0
  2. Agility

    2
  3. Reason

    1
  4. Intuition

    0
  5. Presence

    -1
  1. Bone Shards 2d10 + 2 Signature Ability

    Melee, Ranged, Strike, Weapon Main Action
    o Melee 1 or ranged 10 x One creature or object
    ! 4 damage @ 6 damage # 7 damage
    Effect:

    Until the start of the skeleton's next turn, the target takes 2 damage the first time they willingly move on their turn

  2. Bone Spur 2d10 + 2 2 Malice

    Area, Weapon Maneuver
    o 1 burst x Each enemy in the area
    ! 1 damage; M < 0 bleeding (save ends) @ 2 damage; M < 1 bleeding (save ends) # 3 damage; M < 2 bleeding (save ends)
    Effect:

    Each target takes a bane on their next strike.

  3. Arise

    The first time the skeleton is reduced to 0 Stamina by damage that isn't fire damage or holy damage and their body isn't destroyed, they instead have 1 Stamina and fall prone.

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Undead Malice


  1. Ravenous Horde 2 Malice

    1. At the end of this round, each hero not already adjacent to one or more undead is beset by two rotting zombies who burst up from the ground to appear in adjacent unoccupied spaces. Each zombie is winded. This feature can't be used two rounds in a row.

  2. Paranormal Fling 3 Malice

    1. Up to three unattended objects on the encounter map rise to float 1 square off the ground. Each object is then pulled 5 squares toward the nearest enemy within 3 squares of the object.

  3. The Grasping, the Hungry 5 Malice

    1. Ravenous and rotting undead arms burst forth from 9 connected squares of a vertical or horizontal surface. Any creature who ends their turn adjacent to an affected square makes an Agility test.

    2. ! 5 damage; restrained (save ends) @ 5 damage; restrained (EoT) # 5 damage
    3. Effect:

      While restrained this way, a creature takes 1d6 damage at the start of each of their turns.

  4. Dread March 7+ Malice

    1. Up to four undead in the encounter move up to their speed and can make a free strike. The number of undead affected increases by 1 for each additional Malice spent on this feature. If an undead is reduced to 0 Stamina during this dread march, they don't die until the march is resolved.

  5. Blood Hunger Echelon 2 5 Malice

    1. One undead acting this turn uses a signature ability against a creature who is bleeding. As a free triggered action, each undead within 5 squares of the first undead moves up to their speed and can make a free strike against the same target.

  6. Necrotic Rupture Echelon 3 5 Malice

    1. Until the end of the round, whenever an undead is reduced to 0 Stamina, they deal 8 corruption damage to each enemy within 3 squares of them.

  7. Death Tax Echelon 4 7 Malice

    1. The undead attempts to rend the vitality of their foes. Each enemy within 5 squares of the undead makes a Might test.

    2. ! 10 corruption damage; the target loses 2 Recoveries @ 8 corruption damage; the target loses 1 Recovery # 5 corruption damage
    3. Effect:

      A target who has fewer Recoveries than they would lose is also weakened (save ends).

    4. Special:

      This ability can't be used by a minion.

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