SRD:Wolf Skeleton
WOLF SKELETON
Wolf Skeleton | |
---|---|
Size/Type: | Medium Undead |
Hit Dice: | 2d12 (13 hp) |
Initiative: | +7 |
Speed: | 50 ft. (10 squares) |
Armor Class: | 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 |
Base Attack/Grapple: | +1/+2 |
Attack: | Bite +2 melee (1d6+1) |
Full Attack: | Bite +2 melee (1d6+1) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | — |
Special Qualities: | Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits |
Saves: | Fort +0, Ref +3, Will +3 |
Abilities: | Str 13, Dex 17, Con —, Int —, Wis 10, Cha 1 |
Skills: | — |
Feats: | Improved Initiative |
Environment: | Temperate forests |
Organization: | Any |
Challenge Rating: | 1 |
Treasure: | None |
Alignment: | Always neutral evil |
Advancement: | 3 HD (Medium); 4–6 HD (Large) |
Level Adjustment: | — |
Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
A skeleton is seldom garbed in anything more than the rotting remnants of any clothing or armor it was wearing when slain. A skeleton does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this limitation, its instructions must always be simple. A skeleton attacks until destroyed.
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gollark: A useful combinator:```haskells :: t1 -> (((t2 -> t2 -> t3 -> t4) -> t2 -> (t2 -> (t2 -> t2 -> t3 -> t4) -> t3) -> t4) -> t1 -> (IO a -> a) -> t5) -> t5s x k = k z x unsafePerformIO```
gollark: servant-generic:```This package has been merged into servant 0.14.1, please use that instead if available.```
gollark: *magic*
gollark: I think that it'd basically create the following lists:0 1 1 21 1 2 3 (shifted ahead by one)and then sum them to1 2 3 5
gollark: You know, given the existence of the automatic pointfree-izer thing... we need a thing to automatically run this on entire projects.
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