Tyrannosaurus SkeletonCreature 9
Source Pathfinder Monster Core 2
Perception +17 (darkvision)
Languages none
Skills Athletics +19
Str +7, Dex +0, Con +5, Int -5, Wis +2, Cha +0
AC 27; Fort +20; Reflex +13; Will +17;
HP 140 (void healing)
Speed 40 feet
Immunities death effects, disease, paralyzed, poison, unconscious, bleed
Resistances Cold 10, Electricity 10, Fire 10, Piercing 10, Slashing 10
Jaws
+20 (+15, +10) to hit (deadly d12, reach 20, unarmed) 2d12+9 PiercingFoot
+20 (+15, +10) to hit (reach 15, unarmed) 2d10+9 BludgeoningVoid Healing
A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Rib Skewer
The tyrannosaurus skeleton bends down, attempting to skewer one adjacent creature on one of its massive ribs. The creature takes (2d10+9) piercing damage (DC 28 reflex save). If the creature fails its save and is Medium or smaller, it's also impaled and stuck to the rib. It moves with the skeleton and takes 2d6 bleed until it either Escapes or someone uses [/act force-open dc=28] to break the rib (either is DC 28).
Trample
Huge or smaller, foot, DC 28 reflex
The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
A massive dinosaur predator makes for a fearsome skeleton.
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
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.
MindlessA 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.
SkeletonThis 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.
UndeadOnce 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.
UnholyEffects 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.