Awakened Humanoid Skeleton

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Awakened Skeleton (See Size Chart) Characteristics
Exp Rating: Varies
Minimum Level: 1
Base Hitpoints: CON/3 + DEX/3
Level Hitpoints: Varies (See Size Chart)
Size: Varies (See Size Chart)
Attributes: -2 CON, +2 DEX, (See Size Chart for other adjustments)
Languages: As Original Race
Stamina: 2
Resolve: 2
Philosophy Ranks: 1 Mental, 2 Physical, 2 Undeath
Senses: Lifesense
Habitat: Any
Skills
Points per Level: Gain 5 Skill Points per level.
Favored Skills:
  • Climb, Necromantic Arts and your choice of up to 5 Favored Skills from your Original Race, one of which must be a Social Skill.
Starting Skill Points:
  • 16 points to be spent in the above Racial Skills. These points cannot be used to raise a skill above Rank 3.
Movement
Shift: 5ft/2 seg
Skirmish: 30ft/3 seg
Sprint: 40ft/3 seg
Overland: 30 mi/day
Racial Features
  • Undeath Corruption: You may learn scourges from the Undeath Philosophy. You have access to the Corpse Discipline. Use Constitution to determine your Corruption and Deathly Might when using scourges.
  • Original Race: You are the skeleton of a humanoid creature. Choose the race of the humanoid creature you were made from. This is your Original Race.
  • Echoes of Race: Pick one Racial Feature of your Original Race
  • Undead Immunities: Immune to Bleed and Necrotic damage. Immune to Blood Loss, Death, Disease, Energy Damage, Fatigue, Poisons & Toxins, and the following conditions: Exhausted, Nauseated, Pain, Sickened, Sleep, and Tired.
  • Skeletal: Immunity to Piercing damage and Resistant to Slashing damage. Damage Reduction to Cold [5 x Undeath Rank]. (inc).
  • Radiant Vulnerability: Vulnerable (5) to Radiant damage. (inc)
  • Natural Weapon (Claw): +2 Precision, x1 damage modifier, Crit 0%/2 per Rank. See size chart for Speed, Damage Die, and ArN.
Cultural Features
  • Echoes of Life: Pick one Cultural Feature of your Original Race

Skeleton Characteristics

Skeletons, like the name would suggest, are animated skeletons of deceased humanoids, almost always brought back to life for some nefarious purpose. They appear in many variations, sizes and shapes, usually depending on what they had been in life, but sometimes even further altered by horrid magics. The practice of animating a corpse into a skeleton strips the body of all flesh and organs, leaving behind a hollow shell. That shell is then awakened with an active intelligence and personality, that sometimes vaguely remembers its past life and reflects its former mannerisms.

History

An Awakened Skeleton is the result of bone bound not only by necromancy, but by lingering spirit. Where most skeletons are hollow and mindless, an awakened one carries fragments of thought within its marrow. Such beings arise when death is marked by fierce will, an unbroken oath, or the weight of powerful magic. Necromancers have sought to craft them through runes and ritual, though success is rare.

Records describe Awakened Skeletons as guardians who keep watch over tombs, or as soldiers who rise again to continue their cause. In rare instances, entire companies have stirred, bones rattling with loyalty that refuses to fade. Such accounts are spoken of as legend, yet they remain a reminder of how purpose can endure even when flesh is long gone.

Culture

The culture of the Awakened Skeleton is shaped as much by command as by memory. Many serve necromancers, adopting the practices or disciplines forced upon them. Yet echoes of former lives remain: a prayer whispered without meaning, the stance of a seasoned warrior, or the voice of a language long forgotten. These fragments lend them individuality, however fractured.

They seldom gather of their own will. When they do, it is often for mutual survival, forming grim bands that preserve the shards of identity that remain. They are rarely accepted among the living, and so their culture is inward-looking, built around endurance, memory, and the paradox of life that walks in bones alone.

The Bleak Academy harbors many Awakened Skeletons, who are often employed as tireless staff or even tutors in subjects requiring discipline and precision. The ambient magic of the Academy fosters awakenings more commonly than elsewhere; skeletons tasked with tending its gardens or maintaining its archives sometimes gain awareness without warning. Necromantic failures also contribute, with miscast rituals intended for greater undead occasionally giving rise to an Awakened Skeleton instead. Within the Academy, they are regarded as curious but useful peers, their unique condition embraced as part of the institution’s culture of experimentation and scholarship.


Size Modifications

Humanoid Skeletons come in many different sizes, based on size of the original humanoid that was animated. The stats to the right are based on Medium Sized skeleton, but can be adjusted for other humanoid skeletons according to the chart below.

SizeStrConHitpoints per LevelNatural Attack (Claw)Experience Rating
SpeedDamage DieArN
Tiny -4 -2 36 1d30.5
Small -2 0 46 1d401
Medium 0 0 46 1d401
Large +4 +2 571d621.5
Huge +8 +4 671d841.5
Gargantuan +12 +6 781d1062
Collosal +16 +8 881d1282

Humanoid Skeleton Types

Level: 3
XP: 600
Description: Skeletons that were formerly mages, who have maintained a small bit of Eldritch power.
Keywords: Undead
Habitat: Any