Skeleton Infantry
Creature 11 — mindless, skeleton, troop, undead, unholy
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.
Source: pathfinder-monster-core-2
Perception +17
Skills athletics +18
Str
+5
Dex
+3
Con
+4
Int
-5
Wis
+2
Cha
+0
AC 31
Fort +21
Ref +18
Will +19
HP 180
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
Speed 25 feet
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 Defenses
Troop Movement — Troop Movement
Hurl Javelins! — The troop's members throw a volley of javelins. Each creature in a 10-foot type: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 type: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 emanation{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 —
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