Wolf Skeleton

MapTool Token

NameWolf Skeleton
Sorted NameWolf Skeleton
FamilySkeleton
Size and TypeMedium Undead
Hit Dice Count2
Hit Dice2d12 (13 hp)
Random Hit Points2d12 - 0
Initiative+7
Speed50 ft. (10 squares)
Armor Class15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple+1/+2
Attack

Bite +2 melee (1d6+1)

Full Attack

Bite +2 melee (1d6+1)

Space/Reach5 ft./5 ft.
Special Attacks-
Special Qualities

Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits

SavesFort +0, Ref +3, Will +3
AbilitiesStr 13, Dex 17, Con -, Int -, Wis 10, Cha 1
Feats

Improved Initiative

EnvironmentTemperate forests
Challenge Rating1
Organization

Any

TreasureNone
AlignmentAlways neutral evil
Advancement3 HD (Medium); 4-6 HD (Large)
Level Adjustment-
VersionSRD
SourcesSystem Reference Document
Stat_Block

Wolf skeleton; CR 1; Medium undead; HD 2d12; hp 13; Init +7; Spd 50 ft. (10 squares); AC 15 (+3 dex, +2 natural), touch 13, flat-footed 12; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, bite); Full Atk +2 melee (1d6+1, bite); Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits; AL NE; SV Fort +0, Ref +3, Will +3; Str 13, Dex 17, Con -, Int -, Wis 10, Cha 1

Skills and Feats: ; Improved Initiative

Creating A Skeleton

'Skeleton' is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type: The creature's type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can't be made into a skeleton by the animate dead spell.

Speed: Winged skeletons can't use their wings to fly. If the base creature flew magically, so can the skeleton.

Armor Class: Natural armor bonus changes to a number based on the skeleton's size:

Tiny or smaller
+0
Small
+1
Medium or Large
+2
Huge
+3
Gargantuan
+6
Colossal
+10

Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can't work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton's base attack bonus is equal to 1/2 its Hit Dice.

Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton's size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it's better.)

Diminutive or Fine
1
Tiny
1d2
Small
1d3
Medium
1d4
Large
1d6
Huge
1d8
Gargantuan
2d6
Colossal
2d8

Special Attacks: A skeleton retains none of the base creature's special attacks.

Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities.

Immunity to Cold (Ex): Skeletons are not affected by cold.

Damage Reduction 5/Bludgeoning: Skeletons lack flesh or internal organs.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A skeleton's Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.

Skills: A skeleton has no skills.

Feats: A skeleton loses all feats of the base creature and gains Improved Initiative.

Environment: Any, usually same as base creature.

Organization: Any.

Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice
Challenge Rating
1/2
1/6
1
1/3
2-3
1
4-5
2
6-7
3
8-9
4
10-11
5
12-14
6
15-17
7
18-20
8

Treasure: None.

Alignment: Always neutral evil.

Advancement: As base creature (or - if the base creature advances by character class).

Level Adjustment: -.

Wolf Skeleton
Medium Undead
Hit Dice:
2d12 (13 hp)
Initiative:
+7
Speed:
50 ft. (10 squares)
Armor Class:
15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple:
+1/+2
Attack:
Bite +2 melee (1d6+1)
Full Attack:
Bite +2 melee (1d6+1)
Space/Reach:
5 ft./5 ft.
Special Attacks
-
Special Qualities:
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves:
Fort +0, Ref +3, Will +3
Abilities:
Str 13, Dex 17, Con -, Int -, Wis 10, Cha 1
Feats:
Improved Initiative
Environment:
Temperate forests
Organization:
Any
Challenge Rating:
1
Treasure:
None
Alignment:
Always neutral evil
Advancement:
3 HD (Medium); 4-6 HD (Large)
Level Adjustment:
-

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Bite +2 melee (1d6+1), or Bite +2 melee (1d6+1)

feats: IMPROVED INITIATIVE, ,