Van Gogh |
Of all the monsters in D&D, skeletons are the one most often depicted in art (of the non-game related sort). They are a constant theme. Drawn, painted and sculpted throughout history. A reminder of the inevitability of our own deaths and the monster that lives inside each of us, hidden behind a mask of meat and skin.
Disney |
So of course I want to make them into a goofy cartoon monster. I want puppets and stop motion aesthetics.
When you fight skeletons in my game, I want you to almost see the marionette strings. When you strike a mighty blow, they should burst apart with a clatter of scattering bones.
If you're going to take an easy, low-level undead fight for granted... these are the ones.
Harryhausen |
And yet... we still need them to be at least a little challenging to fight. They can't just be a very small stack of hit points.
Strengths
Unlike the classic skeleton (BX/OSE and 5e), my skeletons are immune to slings and arrows (an outrageous fortune) and take half damage from piercing weapon. This makes them difficult to fight at range or if they are behind bars or a grate. This sets up lots of opportunities for adventurers to be harassed by weak monster that are difficult to get at. The challenge of the fight isn't rolling bigger numbers, it's figuring out how to get from here to there.
A complimentary feature is skeletons' ability to see in the dark and shoot further than torchlight extends. Arrows out of the darkness terrify players. This can be used to good effect to emphasize the importance of light.
Finally, skeletons have time on their side. They don't get hungry. They don't need a pee break or a nap. You can put them in a cage and hang them from the ceiling or brick them up behind an arrow slit. They can be a trap or an environmental hazard.
Weaknesses
In addition to being flimsy, skeletons are incredibly stupid. They are easily tricked.
Skeleton
Armor Class: 10 (or higher if someone bothered to put a breastplate on them).
Damage Immunity / Resistance: Immune to normal missiles. Half damage from piercing weapons.
Hit Dice: d6 (HP3)
Attacks: 1 x weapon. +0 to hit, usually d6 damage
Move: As human
Saves: 15+
Morale: Depends on their instructions. Usually, they'll stand and die in place.
Common Knowledge
Tactics
- A portcullis blocks the passageway. Forty-feed behind it, in total darkness, six skeletons wait with bows and will shoot at anyone fussing with the portcullis. If it's opened, they'll run to tell their master that someone has gotten in.
- Without flesh, a skeleton fits in a surprisingly small box. It waits with a knife and instructions to kill whoever opens the lid.
- A hallway lined with long, vertical loopholes on both sides. Behind these loopholes skeletons with pikes are tasked with stabbing anyone who passes through.
- Entering a room: a skeleton stands over the body of a thief. He was instructed to kill the first person that entered and he succeeded. Now he has no further instructions. He's been standing here for years.
Psychology
Culture
I've written about skeleton language before.
Skeletons don't speak Common, but learning their language is fairly easy. Not that they'll be great conversationalists. If you listen in on the rare, chatty skeletons, you are likely to hear them repeating the most inane observations back and forth.
Still, once you know how to talk to them, convincing them to abandon their current jobs and do something else should be pretty easy.
Loot
Skeletons are usually bare, but once bones have been resurrected once, they're easier to bring back again. After a big horde of skeletons has been defeated, some necromancer, eager to make a big bone monster, is probably willing to pay for a wagonload of demolished skeletons.
Variants & Reskins
There's too many of these. Maybe someday I'll get around to giving them their own post.
One of my favorites:
Skeleton Jelly |
No comments:
Post a Comment