Skeleton, Haunted Bones

Armor Class
7 [12] to 2 [17] (special, see below)
Hit Dice
3
Attacks
Slam or Weapon (1d6)
Special
undead, immune to sleep/charm/hold
Move
15 or by armor +3
HDE/XP
3/60

Description

When a malicious spirit inhabits an animated skeleton, it becomes a Haunted Bones, identical in appearance to an ordinary skeleton but more challenging due to quickness of mind and limb. Though they may wear the threadbare clothing of a former life, they maintain armor and weapons with military discipline, a habit also demonstrated by their coordinated attacks. Fleet of foot, haunted bones enjoy a +10' movement rate.

Haunted bones take only half-damage from edged weapons, and only a single point from arrows, bolts, or sling stones (plus any magical bonus). As undead, they can be Turned by a Cleric as a ghoul, and are immune to Sleep, charm, or hold magic. Though stalwart, haunted bones will make tactical retreats when necessary. Occasionally, a squad of up to eight haunted bones will be encountered wandering the wilderness on a search and destroy mission.

See Also

Other creatures grouped under Skeleton: Skeleton, Crimson Bones, Skeleton, Diseased, Skeleton, Gellybone, Skeleton, Lake, Skeleton, Lava Lake, Skeleton, Pitch.

Source note: This creature is converted from The Basic Fantasy Field Guide of Creatures Malevolent and Benign – Omnibus Edition, 1st Edition Release 4, © 2010–2025 Chris Gonnerman, R. Kevin Smoot, James Lemon, Matt Sluis, and Contributors. The Basic Fantasy Field Guide textual material is licensed under Creative Commons Attribution-ShareAlike 4.0 International; this page adapts that creature to White Box.