Ettin Skeleton

MapTool Token

NameEttin Skeleton
Sorted NameEttin Skeleton
FamilySkeleton
Size and TypeLarge Undead
Hit Dice Count10
Hit Dice10d12 (65 hp)
Random Hit Points10d12 - 0
Initiative+4
Speed40 ft. (8 squares)
Armor Class11 (-1 size, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple+5/+15
Attack

Morningstar +10 melee (2d6+6) or claw +10 melee (1d6+6) or javelin +4 ranged (1d8+6)

Full Attack

2 morningstars +10 melee (2d6+6) or 2 claws +10 melee (1d6+6) or 2 javelins +4 ranged (1d8+6)

Space/Reach10 ft./10 ft.
Special Attacks-
Special Qualities

Damage reduction 5/bludgeoning, darkvision 60 ft., darkvision 60 ft., immunity to cold, superior twoweapon

SavesFort +3, Ref +3, Will +7
AbilitiesStr 23, Dex 10, Con -, Int -, Wis 10, Cha 1
Feats

Improved Initiative

EnvironmentCold hills
Challenge Rating5
Organization

Any

TreasureNone
AlignmentAlways neutral evil
Advancement-
Level Adjustment-
VersionSRD
SourcesSystem Reference Document
Stat_Block

Ettin skeleton; CR 5; Large undead; HD 10d12; hp 65; Init +4; Spd 40 ft. (8 squares); AC 11 (-1 size, +2 natural), touch 9, flat-footed 11; Base Atk +5; Grp +15; Atk +10 melee (2d6+6, morningstar) or +10 melee (1d6+6, claw) or +4 ranged (1d8+6, javelin); Full Atk +10 melee (2d6+6, 2 morningstars) or +10 melee (1d6+6, 2 claws) or +4 ranged (1d8+6, 2 javelins); Space/Reach 10 ft./10 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., darkvision 60 ft., immunity to cold, superior twoweapon; AL NE; SV Fort +3, Ref +3, Will +7; Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1

Skills and Feats: ; Improved Initiative

Creating A Skeleton

'Skeleton' is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type: The creature's type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can't be made into a skeleton by the animate dead spell.

Speed: Winged skeletons can't use their wings to fly. If the base creature flew magically, so can the skeleton.

Armor Class: Natural armor bonus changes to a number based on the skeleton's size:

Tiny or smaller
+0
Small
+1
Medium or Large
+2
Huge
+3
Gargantuan
+6
Colossal
+10

Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can't work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton's base attack bonus is equal to 1/2 its Hit Dice.

Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton's size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it's better.)

Diminutive or Fine
1
Tiny
1d2
Small
1d3
Medium
1d4
Large
1d6
Huge
1d8
Gargantuan
2d6
Colossal
2d8

Special Attacks: A skeleton retains none of the base creature's special attacks.

Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities.

Immunity to Cold (Ex): Skeletons are not affected by cold.

Damage Reduction 5/Bludgeoning: Skeletons lack flesh or internal organs.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A skeleton's Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.

Skills: A skeleton has no skills.

Feats: A skeleton loses all feats of the base creature and gains Improved Initiative.

Environment: Any, usually same as base creature.

Organization: Any.

Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice
Challenge Rating
1/2
1/6
1
1/3
2-3
1
4-5
2
6-7
3
8-9
4
10-11
5
12-14
6
15-17
7
18-20
8

Treasure: None.

Alignment: Always neutral evil.

Advancement: As base creature (or - if the base creature advances by character class).

Level Adjustment: -.

Ettin Skeleton
Large Undead
Hit Dice:
10d12 (65 hp)
Initiative:
+4
Speed:
40 ft. (8 squares)
Armor Class:
11 (-1 size, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple:
+5/+15
Attack:
Morningstar +10 melee (2d6+6) or claw +10 melee (1d6+6) or javelin +4 ranged (1d8+6)
Full Attack:
2 morningstars +10 melee (2d6+6) or 2 claws +10 melee (1d6+6) or 2 javelins +4 ranged (1d8+6)
Space/Reach:
10 ft./10 ft.
Special Attacks:
-
Special Qualities:
Damage reduction 5/bludgeoning, darkvision 60 ft., darkvision 60 ft., immunity to cold, superior twoweapon
Saves:
Fort +3, Ref +3, Will +7
Abilities:
Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1
Feats:
Improved Initiative
Environment:
Cold hills
Organization:
Any
Challenge Rating:
5
Treasure:
None
Alignment:
Always neutral evil
Advancement:
-
Level Adjustment:
-

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Morningstar +10 melee (2d6+6) or claw +10 melee (1d6+6) or javelin +4 ranged (1d8+6), or 2 morningstars +10 melee (2d6+6) or 2 claws +10 melee (1d6+6) or 2 javelins +4 ranged (1d8+6)

feats: IMPROVED INITIATIVE, ,