Skeleton (5e Template)

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Shells of their former selves, skeletons were raised from their peaceful repose by foul magic. These simple creatures possess a rudimentary, programmed intelligence, and remain obedient servants to their hateful masters. Most skeletons are animated from the bones of humans, as their dead are plentiful and accessible, but the bones of more powerful creatures create more dangerous monsters.


Any beast, aberration, dragon, fey, giant, or humanoid


Abilities. The skeleton's Constitution score becomes 15, and its Intelligence, Wisdom, and Charisma scores become 6, 8, and 5, respectively (unless the base creature's Intelligence, Wisdom, and Charisma scores are lower).

Senses. The skeleton gains darkvision out to a range of 60 feet, unless the base creature had superior darkvision.

Damage Immunities. The skeleton is immune to poison damage.

Damage Vulnerabilities. The skeleton is vulnerable to bludgeoning damage.

Condition Immunities. The skeleton is immune to exhaustion and the poisoned condition.

Languages. The skeleton understands all languages it knew in life, but can no longer speak.

Skills. As base creature, accounting for modified ability scores.

Alignment. The skeleton's alignment is lawful evil.


Undead Nature. A skeleton doesn't require air, food, drink, or sleep.

Other Traits. As base creature, removing traits that rely on flesh, organs, or internal functions. Cannot cast spells and loses all spell slots. At the GM's discretion, traits that would be harmful to undead no longer affect undead.

CR Calculation[edit]

  • See Traits above.
  • AC. If wearing armor, –1; if unarmored or possessing natural armor, natural armor of 12.
  • HP. As base creature, accounting for their modified Constitution score.


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