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Skeleton

Medium Undead, lawful evil

CR 1/4

50 XP

AC: 13 (armor scraps)
HP: 13 (2d8+4)
Speed: walk 30 ft.
Senses: darkvision 60 ft., passive Perception 9
Languages: understands the languages it knew in life but can't speak
STR
10
+0
DEX
14
+2
CON
15
+2
INT
6
-2
WIS
8
-1
CHA
5
-3

Actions

Shortsword

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow

Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Quick Reference

Challenge: CR 1/4
Type: Undead
Size: Medium
Alignment: lawful evil
Best for party of 4 at level 1-2

Running This Encounter

Skeletons are fragile but dangerous in groups. Use them as minions for necromancers or as guardians in crypts and dungeons. They lack intelligence, so they fight until destroyed. Position them to funnel the party into chokepoints where numbers matter more.

Combat Tactics

Skeletons shamble forward in direct attacks, lacking tactical awareness. They focus on whoever is closest and will ignore obvious threats. In groups of 3+, they can overwhelm lower-level parties through action economy.

Environment & Setting

Ancient tombs, crypts, wizard towers, and bone-filled dungeons suit skeletons best. Narrow corridors and rubble-strewn chambers enhance their mob tactics.

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