Tyrannosaurus Skeleton
Creature 9 — mindless, skeleton, undead, unholy
AnvilCrasherLANDundeadunholyskeleton
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.
Source: pathfinder-monster-core-2
Perception +17; darkvision
Skills athletics +19
Str
+7
Dex
+0
Con
+5
Int
-5
Wis
+2
Cha
+0
AC 27
Fort +20
Ref +13
Will +17
HP 140 (void healing)
Immunities death-effects, disease, paralyzed, poison, unconscious, bleed, mental
Resistances cold 10, electricity 10, fire 10, piercing 10, slashing 10
Speed 40 feet
Offense
Melee Jaws (deadly-d12, reach-20, unarmed) +20, Damage 2d12+9 piercing plus Grab
Melee Foot (reach-15, unarmed) +20, Damage 2d10+9 bludgeoning
Abilities
Void 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 Force Open 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).
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 —
WORKS WELL WITH
SniperLANDA ranged attacker bypasses the skeleton's resistance to piercing and slashing that blunts martial melee strikes.
WeaverLANDSpell damage ignores the physical resistances that make sustained melee weapon attacks inefficient against this creature.
FlankerLANDA mobile ally exploits openings while the skeleton's reach and trample keep the party's positioning under constant pressure.
PUNISHES
✖ clumping✖ melee weapon reliance✖ standing still
Avoid pairing with another high-resistance melee tank; the encounter's damage math already favors attrition over a martial party's weapons.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Tyrannosaurus Skeleton in the encounter builder — free, no install.
Open in PathfinderGM →