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Skeleton InfantryCreature 11


Gargantuan​Mindless​Skeleton​Troop​Undead​Unholy​
Source Pathfinder Monster Core 2
Perception +17 (darkvision)
Languages none
Skills Athletics +18
Str +5, Dex +3, Con +4, Int -5, Wis +2, Cha +0

AC 31; Fort +21; Reflex +18; Will +19;
HP 180 (troop defenses)
Speed 25 feet
Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses Area Damage 10, Splash Damage 10
Resistances Cold 5, Electricity 5, Fire 5, Piercing 10, Slashing 10

Form a Phalanx One Action

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);

Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment.

A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen.

Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.

Troop Movement

Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.

Hurl Javelins! Two Actions

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 damage (DC 27 reflex save). When the troop is reduced to 2 segments, this area decreases to a 5-foot burst.

Lower Spears! One Action

1 to 3

Frequency once per round


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

1 2d8 piercing damage

2 (3d8+7) piercing damage

3 (4d8+7) piercing damage

Phalanx Charge Two Actions

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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental attribute modifiers are –5. They are immune to all mental effects.

Skeleton

This undead is made by animating a dead creature's skeleton with void energy. An ability with this trait can be used or selected only by skeletons.

Troop

A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. Over the course of enough attacks and downed comrades, troops shrink in size. A troop typically has the troop defenses and troop movement abilities, and most troops have weaknesses to area damage and splash damage. Because they consist of multiple discrete creatures, they can't be summoned.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.