Dnd 5e Skeleton Tactics – build challenging encounters against Skeletons

By Alan McCoy from Dungeons & Dragons: Fundamentals

How to build challenging encounters against a Skeleton

Note: This has been prepared utilizing only the 5E Core Rules. The Skeleton can be found in the Monster Manual page 272.

Skeletons are animated constructs formed by working of the ANIMATE DEAD Spell by a Necromancer, Wizard, or one skilled in the magical arts; or by the working of the will of a powerful entity such as a God or a Warlock Patron. In game terms, despite the method, the created creatures are virtually identical. There can and should be differences in the presentation of the creature, however.

A skeleton is created from the intact or nearly intact bones of a formerly living being. There are no discernable ligaments or musculature which would allow movement, nor are there eyes or internal organs. The rudimentary ability to move, sense and fight are all conveyed by the spell that animated them, usually as a pale imitation of life.

The animating magic works best when it is used on the bones of a single creature, it works adequately if used on the bones of creatures of the same species and can fail utterly if attempted on the bones of dissimilar creatures. The simple skeleton can be subdivided into three categories: Animal, Humanoid and Monster. Joining of dissimilar species, while similar in appearance to a skeleton is more appropriately categorized as a Bone Golem or some other monster.

Humanoid skeletons, by far the most common, are usually armed with weaponry, usually a sword or a spear and are provided armor of some kind, typically a shield and possibly armor scraps. Skeletal Archers are also known. These common troops are typically used as either guards or shock troops.

Animal Skeletons are usually created as scouts or as the trigger mechanism of some trap.

Monster Skeletons are created when the animator needs a creature of greater size and capable of having greater strength than a normal humanoid form will bear. These are used as direct servants or as strong fighters in battle, perhaps as a personal bodyguard.

Note: The Animate Dead Spell as written in the Player’s Handbook (PHB page 212) requires the spell to be renewed daily to maintain direct control over the animated remains. While this is a useful control over player character necromancers, it is useful to consider such mundane details as ‘behind the curtain’ or ‘off-screen’ activity when it comes to monstrous minions.

Step 1) Let us Review what we know about Skeletons

As with all constructs, the skeleton is controlled by the instructions imprinted by their creator, or by the commands issued by their creator. While the dark magic used provides the rudimentary ability to move and fight, it does not convey the ability to think or adapt. They are obedient servants that perform as instructed or commanded.

Physically skeletons are of average strength, but their magical construction and lack of internal organs makes them fast and resilient, well above average in both categories.

Mentally, skeletons are seriously delinquent, having no free will of their own and only a rudimentary understanding of their purpose.

Skeletons move the standard 30 feet per round.

Skeletons are vulnerable to bludgeoning weaponry but are immune to poison. Conditionally they cannot be poisoned or exhausted.

Skeletons have magical sight equivalent to Darkvision and a passive perception of 9.

While Skeletons can understand the languages that they spoke in life, they cannot speak, emote, or communicate except to nod or to point.

Step 2) How do they Fight?

A competent Necromancer utilizes Zombies as their melee troops and Skeletons as their Archers. This prevents the enemy from bringing bludgeoning weaponry into play against the Skeleton directly, thus shielding their vulnerability, while allowing them to utilize their superior dexterity to rain accurate arrows upon enemies. Additionally, the skeleton will have the advantage of cover provided by battlements or other objects to prevent counterattack.

The skeleton archery troop will typically be placed in an area at least 30 feet away from the closest point of approach from an enemy, this is to prevent a cleric from utilizing “Channel Divinity: Turn Undead” to disburse or destroy.

If the skeleton is utilized as a melee troop, then it is highly likely that their creator will equip them with a shield, raising their AC by two, or improving their armor scraps to actual armor increasing their AC still further.

Skeletons are typically armed with finesse property weaponry such as the short sword, use of these will typically be enhanced by poisons making any hit achieved by a skeleton to be far more dangerous.

It should be remembered that the skeleton fights as instructed or if their creator is present, as commanded. They might continue to attempt to shoot when their arrows are exhausted or their bow disabled, even when a ready supply of arrows or a functional bow is nearby.

Skeletons obey the literal instructions provided by their master and act accordingly. This could mean that rather than fighting their instruction is to pull a simple lever when an enemy shows up. The lever then ignites the gallons of flammable liquid, destroying the skeleton, but causing major damage to the invaders as well.

Step 3) Role-Play Tips

Skeletons are constructs, essentially undead machines that do the bidding of their creator, they have no social life and no interesting habits. The personality and role-play uniqueness of a skeleton is therefore completely dependent on the personality and the habits of its creator.

Most cultures consider the violation of the eternal rest of any being to be distasteful and most good-aligned divinities will strongly disapprove of such an action. Even standing idle while such actions are undertaken are considered grievous affronts. Therefore, it is safe to assume that any individual who animates skeletons in numbers is probably working in ways contrary to life and tradition.

The callous ruthlessness of any individual that would unearth the dead to force them to stand as guardians leaves little doubt to their willingness to engage in other acts of atrocity.

While the spell Animate Dead is in game and book terms identical no matter whom it is used by, there is room in the description to allow examination of intact or defeated remains to provide clues to the identity and nature of the animator.

Perhaps a core of silver wire used to attach limb to limb would indicate the “fiends’ way” – perhaps a servant of Orcus, while runes carved into the bones at precise intervals and accorded formula might indicate a more wizardly magic.

The essential element to remember is that the skeleton should reflect the master.

Step 4) Changes that should be made to the MM entry

In previous editions, Skeletons were resistant to damage from slashing weaponry and virtually immune piercing weaponry. Additionally, they were immune to Hold, Sleep and Charm spells. Finally, they were immune to damage from cold based spells. Bludgeoning weaponry did NORMAL damage against them. These abilities should be restored to the Skeleton.

The AC of these creatures can be dramatically increased by using COVER or CONCEALMENT, the addition of a Shield or armor that is whole vs scraps.

Given that the skeleton is a construct, I would add immunity to the following conditions: Blinded, Deafened, Frightened*, Paralyzed, Petrified, and Unconscious.

As undead, skeletons require neither food, drink, air, or rest.

It is highly likely that the weapons and arrows of a skeleton have been poisoned. The type of poison used should reflect the personality of the creator, but a good generic would be to add 1d4 damage to any successful attack. Remember to drop this effect after the tenth attack, unless the poison is renewed in some fashion.