The Dragonlance Nexus

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Skeletal Warrior

D&D 3e (3.0/3.5) Rules

by James O'Rance

Medium-size Undead
Hit Dice:

9d12 (58 hp)
Initiative: +2 (Dex)
Speed: 20 ft.
AC: 17 (+2 Dex, +5 chainmail)
Attacks: Greatsword +9 melee
Damage: Greatsword 2d6+8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Fear aura
Special Qualities: Damage reduction 10/+1, golden circlet, SR 28, turn resistance +4
Saves: Fort +3, Ref +5, Will +9
Abilities: Str 18, Dex 14, Con —, Int 16, Wis 16, Cha 12
Skills: Climb +10, Intuit Direction +10, Listen +9, Move Silently +9, Ride +10, Scry +8, Search +15, Spot +15
Feats: Combat Reflexes, Dodge, Mobility, Spring Attack, Weapon Focus (Greatsword), Weapon Specialisation (Greatsword)
Climate/Terrain: Any land and underground
Organisation: Solitary or patrol (5-20)
Challenge Rating: 6
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: 10+ HD (Medium-size)

Formerly a warrior of at least 9th level, a skeletal warrior is an undead lord forced into its nightmarish state by a powerful wizard or evil god, its soul trapped within a golden circlet. The sole reason that skeletal warriors remain on the mortal plane is to search for and recover the circlets that contain their souls.

A skeletal warrior appears as a cracked and yellowing skeleton covered with scraps of decaying flesh. Its eye sockets are pools of blackness containing pinpoints of reddish light. The skeletal warrior is clad in the blackened armour and rotted trappings that it wore during life.


Skeletal warriors prefer to fight with greatswords, although they are proficient with all martial weapons and will use them expertly if there is some advantage in doing so. Recovering the golden circlet is a skeletal warrior's first priority, and it will ignore helpless opponents or the safety of its treasure if it has a chance to do so.

Fear Aura (Su): Skeletal warriors are shrouded in an aura of death and terror. Creatures of less than 5 HD that look at the skeleton warrior must succeed at a Will save or be affected as though by fear cast by a sorcerer of the skeleton warrior's level.

Golden Circlet (Su): Skeletal warriors are obsessed with their circlets and will ignore all other concerns to seek them out. The skeletal warrior gains a +2 morale bonus to all attack rolls, saves, and checks while actively searching for its circlet. If the skeletal warrior holds the circlet to its head, both the warrior and the circlet turn to dust, never to reappear.

Any character that possesses the golden circlet can control the actions of the skeletal warrior with a range of 240 feet. The controller must have the circlet on his head to control the warrior. If the circlet is removed from the controller's head, placed within a helm or other headgear, or the controller moves more than 240 feet away from the skeletal warrior, the character cannot exert control over the skeletal warrior.

To establish control for the first time, a character must be able to see the skeletal warrior. While wearing the circlet, the character must take a full-round action and make a Concentration check (DC 15). This provokes an attack of opportunity. Once the character has established control, the skeletal warrior acts as though charmed. The character can dominate the skeletal warrior through concentration; whilst doing so, he can take no other actions and sees through the skeletal warrior's eyes.

If a character loses the golden circlet, either by accident or by a deliberate act, the skeletal warrior immediately seeks revenge, and will not rest until it destroys its former controller or control is re-established. A vengeful skeletal warrior gains a +2 morale bonus to attack and save when in combat with its former controller, increases its speed by 10 feet, and gains a supernatural sense for that character. Once per day, it can make a Scry check to determine the direction in which its former controller lies (DC 15).

Turn Resistance (Ex): Attempts to turn, rebuke, command, or bolster a skeletal warrior treats the creature as though it had 13 HD.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, energy drain, or death from massive damage.

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