Skeleton Infantry

Level 11
Creature· mindlessGargantuanRemaster
AC
31
HP
180
Speed
25 ft.
Perception
+17
Fort
+21
Ref
+18
Will
+19
Immunities bleed, death-effects, disease, mental, paralyzed, poison, unconscious
Resistances cold 5, electricity 5, fire 5, piercing 10, slashing 10
Weaknesses area-damage 10, splash-damage 10
Senses darkvision
Skills athletics +18
Recall Knowledge DC 28 (religion)

Abilities

Form a Phalanx

Many of the skeletons raise their shields to protect others. The infantry gain a +2 circumstance bonus to AC until the start of their next turn.

Troop Defenses

HP 180 (4 segments); Thresholds 120 (3 segments), 60 (2 segments);

Troop Movement
Hurl Javelins!◆◆

The troop's members throw a volley of javelins. Each creature in a 10-foot burst within 30 feet of the troop takes (2d6+10)[piercing|options:area-damage] damage (DC 27 reflex save). When the troop is reduced to 2 segments, this area decreases to a 5-foot burst.

Lower Spears!

1 to 3

Frequency once per round


Effect The skeletons engage in a coordinated longspear attack against each enemy within 10-foot area (DC 27 reflex save). The damage depends on the number of actions.

1 2d8 piercing damage

2 (3d8+7)[piercing|options:area-damage] damage

3 (4d8+7)[piercing|options:area-damage] damage

Phalanx Charge◆◆

Requirements The infantry is in a phalanx


Effect The skeletons lower their longspears and charge. The troop Strides in a straight line until they're adjacent to an enemy then use Lower Spears!, dealing (3d8+7)[piercing] damage. Any creature that fails its save is also knocked Prone.

This troop of skeletons was once a cohort of highly disciplined spear-and-shield infantry from an ancient empire.


Almost any creature that had bones in life and leaves them behind in death can become a shambling, undead skeleton-humanoids, beasts, aberrations, fey, and more.