TEXT: 1
  Kim Frandsen 
  
  3
  Secrets of the Skeleton
  Journals
  Of Dread
  VOL.
  Kim Frandsen
  
  4
  Author
  Kim Frandsen
  Editors
  David Clingerman
  Troy Daniels
  John Reyst
  LAYOUT
  & ILLUSTRATION
  David Clingerman
  Credit
  ONLY READ THIS BOOK IF 
  YOU INTEND TO USE ITS CON-
  TENTS FOR GOOD. THE CON-
  TENT HEREIN IS STICTLY 
  FOR THE SOLE PURPOSE OF AS-
  SITING WITH THE VANQUISH-
  ING OF THE DEAD. THIS BOOK 
  SHOULD NOT BE USED FOR 
  THE RAINSING OF THE DEAD.
  
  5
  Contents
  INTRODUCTION
  THE MONSTER EXPLAINED
  APPEARANCE
  ECOLOGY & ECOLOGICAL IMPACT
  SOCIAL
  MOTIVATION & GOALS
  THE MONSTER & ITS KIN
  SKELETAL VARIANTS
  EXOSKELETON
  BLOODY SKELETON
  BURNING SKELETON
  CACKLING SKELETON
  CRYSTALLINE SKELETON
  DREAD SKELETON
  ELEMENTAL SKELETON
  MECHANICAL SKELETON
  SKELETON CHAMPION
  TWICE-TRANSENDED SKELETON
  VAMPIRIC SKELETON
  VARIANT SKELETON MONSTERS
  BLACK SKELETON
  SKELETAL DRAKE
  SKELETAL MASTER
  SKELETAL TUTOR
  SKELETAL NOBLE
  EQUIPMENT
  MUNDANE ITEMS
  BONECRUSHER HAMMER
  RIBCAGE BREASTPLATE
  MAGIC ITEMS
  FANGED SKULL
  GRAVEYARD DUST
  SPELLS
  REINFORCE BONE
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  26
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  34
  39
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  48
  49
  51
  53
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  60
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  60
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  62
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  64
  
  6
  My name is Morthios Delthain.
  During my youth, before I became a monster chronicler, 
  I spent a few months working together with an odd  
  fellow, who called himself a “white necromancer”.  
  By this, he meant that he wasn’t the animating type and 
  that he had dedicated his life to putting the undead back 
  into the grave. It was he that taught me many of the  
  techniques and observational habits that I use today.
  However, the incident I remember the most was in the 
  early days of our working relationship. We’d been called 
  by a local village, to help them with what they described 
  as “the long-gone dead crawling from the ground”, and 
  when we arrived we saw indeed that part of the town had 
  been overrun with skeletons. Feeling confident, I hefted 
  my mace, and charged in, only to be pulled back by my 
  friend. “Look again young one, do you not see something 
  strange with these undead?”
  I shook my head but did as he asked, and it was then that 
  I noticed the pattern. All the skeletons were dressed in 
  ordinary clothing, if many years and decades out of fash-
  ion, but all of them seemed to be doing… Well, there’s 
  no other word for it, but work. One skeleton, dressed as a 
  mason, appeared to be stacking bricks on top of one anoth-
  er, while a nearby skeleton, dressed in a guard’s uniform, 
  appeared to be patrolling the street!
  
  7
  “Surely, anyone animating these would have better use for 
  them than just having them re-enact a macabre of  
  everyday life?” – My friend paused at my words, 
  looked at me and nodded. “Your assumption is most likely 
  correct. When dealing with those who traffic with the 
  dead, we cannot afford to take any chances, but these skel-
  etons are not likely to be controlled.” I shook my head 
  in astonishment and looked at the skeletons again. “So, do 
  you think these have their own free will?”
  “Free will yes. Free intelligence… That can be debated. 
  When a skeleton is animated, they’re given orders by the 
  owner, and when the owner dies, they are likely to continue 
  obeying his orders until they are destroyed by some outside 
  force. However, sometimes their orders are scrambled, or 
  they never receive any, with time, they revert to what they 
  know. Or what the fragment that’s left of their soul knows. 
  It’s like a habit, once you have it, it’s hard to kick, and 
  these skeletons have had habits their whole lives before 
  they died and were reanimated. Now, their bones, free of 
  the magic or abilities of others to control them, have  
  returned to their homes, to continue with their habits.”  
  So saying, my friend turned and walked towards the living 
  side of ton. “Come, we must have a word with the  
  village elders, and see what doom befell this town so many 
  years ago. If they have returned to their lives, they will 
  need destroying, but we will need to determine if there’s  
  a chance of whatever created them coming back”.
  Excerpt taken from the tome: Voices in the Dark 
  Volume I., Personal Essays & Journal of  
  Morthios Delthain
  
  8
  
  9
  The Monster Explained
  Skeletons are a symbol of death in most cultures. We perceive them as 
  the very personification of the end of all things, and they are such a 
  pervasive image that we even use them as the sign on warning labels 
  to indicate something that might be deadly. They represent the  
  mortality of our lives, and many feel uncomfortable being around 
  them, while others see them almost as curiosities, a remind of events 
  long gone, somehow come back to us, to tell of these events.
  Skeletons are with us in literature, films, dramas, and almost every 
  other medium that mankind has ever explored. When we see Hamlet 
  talking to the skull of his father, we know that he is contemplating 
  death, or whatever happened to his father. When we see a huge  
  machine driving over a field of skulls in Terminator, we know that 
  something dreadful has happened. When those machines themselves 
  have the shape of skeletons, we know that they are deadly to us. In 
  some cultures, they are a representation of eternal life or resurrecting, 
  while the skull itself, when combined with a candle is often  
  synonymous with black magic.
  In the following, we will provide you information on the appearance 
  of skeletons in various situations, how they impact ecology where 
  they live (and what part they take in it), how they interact socially, and 
  what drives them and their creators. We will also provide you with 
  11 new templates for use with skeletons, for use with animate dead, 
  create undead, create greater undead, as well as a five new skele-
  ton-related monsters who either live in synergy with or are part of the 
  skeletal hordes. Finally, we also provide you with equipment and a 
  spell for players who are looking to battle this undead menace.
  
  10
  Appearance
  The appearance of the common skeleton 
  is generally depicted as a skeleton with its 
  bones picked clean of flesh, wearing  
  tattered clothes, and wielding broken  
  equipment. In many cases, this would 
  be correct and is the source of one of 
  their common monikers "the ancient 
  dead" (which is also often used for 
  undead creatures like mummies). 
  However, this is not always the 
  case. Specifically, skeletons can 
  come in any guise their creator 
  or circumstances dictated.  
  A skeleton raised just after  
  dying still becomes a  
  visible skeleton, causing 
  the flesh to drop from 
  its body and reveal 
  the monstrosity that 
  has been created. This is 
  important to note as it  
  overrides the use of effects like 
  gentle repose and makes hiding the 
  fact that it is, in fact, a moving  
  skeleton much harder than disguising 
  a recently raised zombie.
  Skeletons that have had the flesh rot 
  away from their corpses, either before 
  or after being raised from the dead, will 
  exhibit various traits depending on the 
  terrain in which they decomposed. A  
  skeleton that was left in the sun in a  
  desert will likely have sandblasted bones, 
  bleached white by the unrelenting sunlight, 
  
  11
  possibly even with some of the skin still intact, since the moisture will have 
  left the body long ago. A skeleton raised in arctic areas will likely still have 
  most of its flesh intact, preserved as it is in the cold, but the skin and any 
  exposed bone will have turned black from the frost and frostbite. It will also 
  move about with some stiffness, as the joint of the bones will be frozen and 
  unyielding, though this does not hamper its actual abilities. Meanwhile a  
  skeleton interred in open farmland (like a typical graveyard) or forest will  
  decompose normally, though will most likely have dirt and moss clinging to 
  its form if newly raised, while a skeleton that came from a bog or swamp will 
  have deformed and slightly soft bones due to the acidic nature of these areas.
  The equipment of a skeleton varies wildly as well. It can range from broken 
  to pristine, though commonly skeletons raised directly are only armed with 
  whatever they happened to have with them when they went to their grave. For 
  those buried in a normal graveyard, that normally just means clothes, or  
  perhaps a keepsake of some sort, though certain cultures (and for some  
  heroes), their dead might be buried with their favorite armor and weapons. 
  Meanwhile, skeletons who never received a proper burial, or who fell on a  
  battlefield, might still have their tools and equipment with them. For soldiers 
  on a battlefield, this would typically include some form of weapon and armor, 
  but a farmer who fell from disease or who fell down a ravine, and who was 
  never recovered might only have his pitchfork with him.
  All these equipment generalizations go out of the window when a  
  necromancer or spellcaster interested in raising skeletons have specific ideas 
  for his newly created companions. In those cases, the skeletons might find 
  themselves with a particular appearance (some necromancers enjoy painting 
  up their skeletons), but more often they will be given specific equipment for a 
  mission or task. If he is equipping bodyguards, typically they'll be given good 
  quality armor along with decent weapons, possibly even a mix of weapons, so 
  that they can fight in multiple ranks, with the rearmost ranks using reach or 
  ranged weapons while the front line defends itself with close combat weapons 
  and shields. The armor choices will often be based upon the generally high 
  maneuverability and quickness that the skeletons exhibit and skeletons make 
  particularly good archers.
  
  12
  Ecology 
  & ecological impact
  Skeletons, by their very undead  
  nature, stand aside from the normal 
  ecology of their surroundings. As they 
  have no need to feed, they do not hunt 
  animals, nor do they cultivate plants. 
  That is not to say that they do not have 
  an impact, however, any area inhabited 
  by skeletons tends to fall into one of two 
  types: The first is the "dead zone". All  
  undead, even those of such relatively  
  low stature as a skeleton, has a  
  connection to the Negative Energy Plane. 
  This negative energy suffuses them, moti-
  vates them, and is the force that keeps 
  them moving. But that very force is the 
  antithesis of life, and this causes plants 
  to die in the surrounding area, and 
  animals to leave in fear. These areas are 
  easily identifiable as there is no living 
  creature or plant in the area frequented 
  by the skeleton (though this does take 
  decades), and an eerie silence surrounds 
  it. Wild animals refuse to enter, and  
  domesticated ones shy away unless 
  forced to do so.
  The other zone is the overgrown zone. 
  This is usually the leadup to the "dead 
  zone", as skeletons are inimical to  
  intelligent life (especially that of their 
  own previous kind), so while they  
  generally do not bother with normal 
  animals, humanoids and other creature 
  
  13
  types are hunted down and slain, out of 
  some instinct remaining within them. This 
  leads to the areas often being overgrown 
  with vines, thorny bushes, and other kinds 
  of plants normally considered weeds, as 
  those who would normally tend and  
  remove these plants now, stay away (or are 
  hunted down, killed, and then become  
  fertilizer for those very plants). Here,  
  animal life survives, but has become more 
  aggressive and more feral and the fauna in 
  the area is dominated by plants that either 
  grow very quickly or survive by choking the 
  life from other plants (such as most vines).
  Finally, some mention should be made  
  of carrion eaters. These are the only  
  creatures to generally stick around 
  when skeletons move in, attracted not 
  only be the negative energy exuded by 
  the skeleton, but also by the potential  
  pickings of both victims, and even the flesh 
  of the skeletons themselves in the case of 
  the fresher ones. But, like all other animals, 
  they too move away, once there are no  
  more pickings for them to eat. Until then,  
  however, a small group of skeletons can  
  often be seen from far away, simply by  
  following the buzzards.
  BLACKBIRD 
  SINGING IN 
  THE DEAD OF 
  NIGHT
  
  14
  Social
  Skeletons, being unintelligent creatures, 
  have no real social life of their own, though 
  if left to their own devices, some remnant 
  of the soul that once inhabited the body, 
  will (if left long enough), revert to  
  something eerily similar to the life they 
  once led. A skeleton who was a farmer in 
  life might revert to tilling the 
  soil endlessly over and over, a 
  skeleton that was once a horse 
  might try to graze or stand 
  around a crumbling stable, 
  endlessly eating non- 
  existing hay, while a  
  skeleton that was a 
  guard, might still patrol 
  the walls of its hometown.
  Skeletons are usually raised 
  with a purpose, however,  
  designated by their creator. The 
  necromancer who raised them could 
  have any purpose in mind, but the one 
  usually envisioned by such a person is 
  the destruction of something else.  
  Skeletons, being mindless, have no  
  mercy, no compassion, and show no  
  remorse regardless of what they're asked 
  to do. In fact, the energy that suffuses the 
  undead, even a mindless one, such as a 
  skeleton, will incline it towards evil,  
  unconsciously seeking to destroy  
  innocence and goodness, even when they 
  are not actively controlled. Therefore, some 
  necromancers raise more skeletons, far 
  beyond the amount that they can normally 
  
  15
  control, and simply  
  grab one group a time, 
  lead them to a target, and
   then just let go of that control,  
  trusting the instincts 
  and previous orders of 
  the skeletons to take  
  care of business.  
  In rare cases, a  
  necromancer might 
  recruit an intelligent 
  skeletal undead (such 
  as a skeleton  
  champion) to lead  
  the undead horde, but 
  these more powerful creatures are 
  far harder to control, and any would-be undead master 
  would be well-served to keep active control of these more 
  powerful undead, otherwise they run the risk of losing 
  control of the horde, and succumbing to its ravages 
  along with the other, intended victims.
  Skeletons are also used by free-willed undead of other types, providing guards 
  or distractions as a needed. For example, a lich might well use several  
  skeletons as cover in its lair, dress them up as himself, possibly even use  
  illusion magic, so that any opponents target the skeleton instead of the lich 
  itself, giving it more time to deal with the intruders. A vampire might use 
  skeletons as guards over its coffin during the daylight hours, as they are not 
  susceptible to the sunlight that could kill the vampire. At the same time, these 
  guardians are silent, and never fall asleep, though they lack the initiative and 
  intelligence of living minions. While most vampires prefer living minions for 
  their intelligence, as well as the ready food supply, they know that the  
  skeletons are utterly loyal and cannot be distracted. Other undead and  
  other creatures, in general, use them only on an individual basis, as  
  per their preference.
  NECRO
  HORSE
  
  16
  Motivation & Goals
  Being unintelligent, skeletons are normally 
  subject to the whims and desires of their 
  creators or their controller. As such, they 
  can act in any simple manner as directed 
  by that person, while still working towards 
  a greater goal. For example, a group of 
  skeletons could work as guards or a  
  distraction, while another group forces 
  their way into a nobleman's estate in order 
  to kill him. This can sometimes give the  
  appearance of a greater intelligence at 
  work, though canny necromancers might 
  attempt to make these appear to be mere 
  coincidence. Usually, though, this tactic 
  fails as skeletons are well known for  
  being unintelligent and emotionless, 
  leading any onlooker to suspect a greater 
  power or force at work.
  Skeletons left on their own, often do not 
  exhibit any motives or desires. However, 
  if unintelligent undead are left to their 
  own devices for decades or centuries, the 
  soul-remnant that animates them, does 
  seem to have some influence upon their  
  behavior, leading them to be hostile to 
  living creatures (especially those who share 
  the race that the skeleton used to be,  
  before becoming undead), and instinctively 
  searching out life within a few miles and 
  destroying it. This is also the cause of the 
  "dead zones" described above, as slowly 
  and methodically the skeleton will  
  eradicate any living being within range. 
  They will generally not move beyond a few 
  miles surrounding area of where they were 
  HALF
  ORCS 
  HAVE 
  SHARP 
  TEETH
  
  17
  let loose, though some circumstances like a natural disaster might lead them 
  to migrate elsewhere.
  Finally, it should be noted that while skeletons are unintelligent, they do not 
  lack a certain evil cunning. This means that they will try to attack from  
  ambush, though they do not lay traps, and they will tend to focus their attacks 
  on the same target until that target goes down. They will, however, unless  
  controlled and told otherwise, simply focus their attacks on the closest target, 
  so any smart adventurer should be able to use this to their advantage.
  
  18
  NECRO-
  MANCY 
  IS BAD
  
  19
  The Monster & its kin
  Presented below are a series of skeleton templates and types for use in your  
  campaign. The aim for these is to expand the use of the skeleton beyond its 
  original Challenge Rating so that it can occupy a greater and more recurring 
  role in your campaign. Please note that some of the versions presented below 
  have appeared elsewhere and are included here for the sake of completeness.
  "Skeleton" is an acquired template that can be added 
  to any corporeal creature (other than an undead)  
  that has a skeletal system (referred to hereafter as  
  the base creature).
  Challenge Rating: This depends on the creature's 
  new total number of Hit Dice, as follows:
  Alignment: Always neutral evil.
  Type: The creature's type changes to undead. It retains any subtype except 
  for alignment subtypes (such as good) and subtypes that indicate kind 
  (such as giant). It does not gain the augmented subtype. It uses all the base 
  creature's statistics and special abilities except as noted here.
  HD
  CR
  XP
  1/2
  1/6
  65
  1
  1/3
  135
  2-3
  1
  400
  4--5
  2
  600
  6-7
  3
  800
  8-9
  4
  1,200
  10-11
  5
  1,600
  12-14
  6
  2,400
  15-17
  7
  3,200
  18-20
  8
  4,800
  
  20
  Senses: A skeleton gains darkvision 60 ft.
  Armor Class: Natural armor bonus changes  
  as follows:
  Hit Dice: A skeleton drops any HD gained from class 
  levels and changes racial HD to d8s. Creatures  
  without racial HD are treated as if they have 1 racial 
  HD. If the creature has more than 20 Hit Dice, it can't 
  be made into a skeleton by the animate dead spell. 
  A skeleton uses its Cha modifier (instead of its Con 
  modifier) to determine bonus hit points.
  Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 
  HD, and Will +1/2 HD + 2.
  Defensive Abilities: A skeleton loses the base  
  creature's defensive abilities and gains  
  DR 5/bludgeoning and immunity to cold. It also  
  gains all of the standard immunities and traits  
  possessed by undead creatures.
  Speed: A winged skeleton can't use its wings to fly. If 
  the base creature flew magically, so can the skeleton. 
  All other movement types are retained.
  Attacks: A skeleton retains all the natural weapons, 
  manufactured weapon attacks, and weapon  
  proficiencies of the base creature, except for attacks 
  that can't work without flesh. A creature with hands 
  Skeleton Size
  Natural Armor Bonus
  Tiny or smaller
  +0
  Small
  +1
  Medium or Large
  +2
  Huge
  +3
  Gargantuan
  +6
  Colossal
  +10
  
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  Special Attacks: A skeleton retains none of the base creature's 
  special attacks.
  Abilities: A skeleton's Dexterity increases by +2. It has no  
  Constitution or Intelligence score, and its Wisdom and Charisma 
  scores change to 10.
  BAB: A skeleton's base attack bonus is equal to 3/4 of its Hit Dice.
  Feats: A skeleton loses all feats possessed by the base creature 
  and gains Improved Initiative as a bonus feat.
  Special Qualities: A skeleton loses most special qualities of the 
  base creature. It retains any extraordinary special qualities that 
  improve its melee or ranged attacks.
  Environment: Any, usually the same as base creature.
  Organization: Any.
  Treasure: Generally, none, although sometimes a skeleton's  
  creator arms it with magical armor or weapons.
  Claw (Natural Attack)
  Base Damage by Size
  Fine
  1
  Diminutive
  1
  Tiny
  1d2
  Small
  1d3
  Medium
  1d4
  Large
  1d6
  Huge
  1d8
  Gargantuan
  2d6
  Colossal
  2d8
  gains one claw attack per hand; the skeleton can strike with each 
  of its claw attacks at its full attack bonus. A claw attack deals 
  damage depending on the skeleton's size (see Natural Attacks  
  table below.) If the base creature already had claw attacks with 
  its hands, use the skeleton claw damage only if it's better.
  IT’S 
  PROBA-
  BLY OKAY 
  TO RAISE 
  A FISH 
  FROM THE 
  DEAD
  
  22
  Skeleton Variants
  Exoskeleton
  An exoskeleton is an empty husk, an animated 
  carapace of vermin infused with the power of  
  a necromancer, though a few are spontaneous  
  creations. They creak and clatter even more  
  so than normal skeletons, due to the  
  interlocking plates.
  Animating an Exoskeleton
  Animating an exoskeleton with animate dead 
  causes it to take up twice as many hit dice 
  from the amount you can create with a single 
  casting of animate dead, so if you could  
  
  23
  The Exoskeleton Template
  "Exoskeleton" is an acquired template that can be added to any corporeal 
  vermin that has an exoskeleton (referred to hereafter as the base creature). 
  Challenge Rating: Depends on Hit Dice, as follows
  Alignment: Always neutral evil.
  Type: The creature's type changes to undead. It retains any 
  subtype except for alignment subtypes and subtypes that  
  indicate kind. It does not gain the augmented subtype. It  
  uses the base creature's abilities except as noted below.
  Armor Class: The base creature's natural armor changes  
  as follows.
  normally make 10 skeletons, you can only make 5 exoskeletons. It is  
  important to note, however, that while the exoskeletons take up twice as 
  many hit dice per casting of animate dead for the purposes of creating  
  them, they do NOT take up twice as many hit dice to control, so if you  
  have time, you can animate and control as many exoskeletons as you 
  could normal skeletons. The same goes for stacking multiple of these  
  variant templates.
  Further, the recipient of animate dead must have the vermin type.
  HD
  CR
  XP
  1
  1/4
  100
  2
  1/2
  200
  3-4
  1
  400
  5-6
  2
  600
  7-8
  3
  800
  9-10
  4
  1,200
  11-12
  5
  1,600
  13-15
  6
  2,400
  16-17
  7
  3,200
  18-20
  8
  4,800
  21-24
  9
  6,400
  25-28
  10
  9,600
  
  24
  Exoskeleton Size
  Natural Armor Bonus
  Tiny or smaller
  +0
  Small
  +1
  Medium
  +2
  Large
  +3
  Huge
  +4
  Gargantuan
  +7
  Colossal
  +11
  Hit Dice: An exoskeleton retains the number of Hit 
  Dice the base creature had and gains a number of  
  additional Hit Dice as noted on the following table. If 
  the base creature has more than 20 Hit Dice, it can't 
  be made into an exoskeleton by animate dead.  
  An exoskeleton uses its Charisma modifier  
  (instead of its Constitution modifier) to determine 
  bonus hit points.
  Saves: Base save bonuses are Fort +1/3 Hit Dice, Ref 
  +1/3 Hit Dice, and Will +1/2 Hit Dice + 2.
  Defensive Abilities: Exoskeletons lose their  
  defensive abilities and gain all of the qualities and 
  immunities granted by the undead type. In addition, 
  exoskeletons gain DR 5/bludgeoning.
  Speed: Exoskeletons retain all movement speeds. 
  They can still fly but their maneuverability drops  
  to clumsy.
  Exoskeleton Size
  Bonus Hit Dice
  Tiny or smaller
  -
  Small or Medium
  +1
  Large
  +2
  Huge
  +4
  Gargantuan
  +6
  Colossal
  +10
  RAID 
  WILL NOT 
  SOLVE 
  THIS 
  PROBLEM
  
  25
  Attacks: An exoskeleton retains all of its natural weapons. If the base 
  creature didn't have any natural weapons, it gains a slam attack that deals 
  damage as if it were one size category larger than its actual size.
  Special Attacks: An exoskeleton loses all of its special attacks that rely on 
  a living biology (such as poison), but it retains any others.
  Abilities: An exoskeleton's Strength increases by +2. The exoskeleton has 
  no Constitution or Intelligence score, and its Wisdom and Charisma scores 
  change to 10.
  BAB: An exoskeleton's base attack bonus is equal to 3/4 of its Hit Dice.
  Skills: Though most vermin are mindless and have no skill ranks, the  
  exoskeleton loses all skill ranks if it had any, and it doesn't retain any  
  racial bonuses it had. 
  Feats: An exoskeleton loses all feats that the base creature had and  
  doesn't gain feats as its Hit Dice increase, but it does gain Toughness as  
  a bonus feat.
  Special Qualities: An exoskeleton loses most special qualities of the base 
  creature. It retains any extraordinary special qualities that improve its  
  melee or ranged attacks.
  An exoskeleton gains the following special quality.
  Burst (Ex)
  When an exoskeleton is destroyed, its desiccated husk bursts, releasing the 
  dusty remains of the vermin's insides into the surrounding air. Any creature 
  adjacent to an exoskeleton when it bursts must succeed at a Fortitude save 
  or become staggered for 1 round as it coughs and sneezes. Creatures that 
  don't need to breathe are immune to this effect. If the exoskeleton has  
  10 or more Hit Dice, the victim is instead nauseated for 1 round.  
  The save DC is equal to 10 + half the exoskeleton's Hit Dice + its  
  Charisma modifier.
  
  26
  HAUNTED EXOSKELETONS
  Rarely, an exoskeleton is haunted by 
  the lost spirit of a stubborn soul. This 
  wreaks havoc on the spirit, wiping 
  away most of its memories but giving 
  the exoskeleton an Intelligence score 
  of 10, along with all of the feats and 
  skill ranks its Hit Dice would afford. 
  Climb, Fly, Perception, and Swim are 
  class skills for haunted exoskeletons.  
  A haunted exoskeleton typically 
  understands one language (usually 
  Common) but cannot speak.
  Bloody Skeleton
  A bloody skeleton is coated in a slick layer of 
  blood and gore, infused with negative energy. This 
  gore allows the skeleton to reform and heal itself.
  Animating a Bloody Skeleton
  Animating a bloody skeleton with  
  animate dead causes it to take up twice as 
  many hit dice from the amount you can 
  create with a single casting of animate 
  dead, so if you could normally make 10 
  skeletons, you can only make 5 bloody 
  skeletons. It is important to note,  
  however, that while the bloody skeletons 
  take up twice as many hit dice per  
  casting of animate dead for the purposes  
  of creating them, they do NOT take up 
  twice as many hit dice to control, so if 
  
  27
  you have time, you can animate and  
  control as many bloody skeletons as  
  you could normal skeletons. The same  
  goes for stacking multiple of these  
  variant templates.
  The Bloody Skeleton Template 
  In addition to the changes for the  
  skeleton template (above), make  
  the following adjustments to the  
  base creature:
  Challenge Rating: As a normal  
  skeleton + 1.
  Fast Healing: A bloody skeleton has  
  fast healing equal to 1 per 2 Hit Dice it 
  possesses (minimum 1).
  Saves: A bloody skeleton gains  
  channel resistance +4.
  Abilities: A bloody skeleton's  
  Charisma is 14.
  Special Qualities: A bloody skeleton 
  gains the deathless special quality.
  Deathless (Su)
  A bloody skeleton is destroyed when  
  reduced to 0 hit points, but it returns to 
  unlife 1 hour later at 1 hit point,  
  allowing its fast healing thereafter to  
  resume healing it. A bloody skeleton can 
  be permanently destroyed if it is  
  destroyed by positive energy, if it is 
  reduced to 0 hit points in the area of a 
  bless or hallow spell, or if its remains are 
  sprinkled with a vial of holy water.
  
  28
  Burning Skeleton
  A burning skeleton is surrounded by an aura of 
  flames that deals fire damage to those it strikes.
  SmORES 
  ANYONE
  Animating a Burning Skeleton
  Animating a burning skeleton with 
  animate dead causes it to take up 
  twice as many hit dice from the 
  amount you can create with a single 
  casting of animate dead, so if you 
  could normally make 10 skeletons, 
  you can only make 5 burning  
  skeletons. It is important to note, 
  however, that while the burning  
  skeletons take up twice as many 
  hit dice per casting of animate dead 
  for the purposes of creating them, 
  they do NOT take up twice as many 
  hit dice to control, so if you have 
  time, you can animate and control 
  as many burning skeletons as you 
  could normal skeletons. The same 
  goes for stacking multiple of these 
  variant templates.
  The Burning Skeleton Template
  In addition to the changes for the 
  skeleton template (above), make the 
  following adjustments to the base 
  creature:
  Challenge Rating: As a normal 
  skeleton + 1.
  
  29
  Aura: Burning skeletons possess a fiery aura.
  Fiery Aura (Ex)
  Creatures adjacent to a burning skeleton take 1d6 points of fire damage at 
  the start of their turn. Anyone striking a burning skeleton with an unarmed 
  strike or natural attack takes 1d6 points of fire damage.
  Defensive Abilities: Burning skeletons lose their immunity to cold  
  but gain immunity to fire. A burning skeleton gains vulnerability to  
  cold damage.
  Melee Attacks: A burning skeleton's melee attacks (including both those 
  made with a natural weapon and those made with a manufactured  
  weapon) deal an additional 1d6 points of fire damage.
  Abilities: A burning skeleton's Charisma is 12.
  Special Qualities: A burning skeleton gains fiery death.
  Fiery Death (Su)
  A burning skeleton explodes into a burst of flame when it dies. Anyone  
  adjacent to the skeleton when it is destroyed takes 1d6 points of fire  
  damage per 2 Hit Dice the skeleton possessed (minimum 1d6). A Reflex 
  save (DC = 10 + 1/2 the skeleton's Hit Dice + the skeleton's Cha bonus) 
  halves this damage.
  
  30
  Cackling Skeleton
  A cackling skeleton constantly emits a racket of 
  hideous laughter, unhinging its jaw and laughing 
  like a mortal creature would at a hilarious joke.
  Animating a Cackling Skeleton
  Animating a cackling skeleton with 
  animate dead causes it to take up 
  twice as many hit dice from the 
  amount you can create with a single 
  casting of animate dead, so if you 
  could normally make 10  
  skeletons, you can only 
  make 5 cackling 
  skeletons. It is 
  important to 
  note, however, 
  that while the 
  cackling skeletons 
  take up twice as 
  many hit dice per 
  casting of animate 
  dead for the purposes 
  of creating them, they do 
  NOT take up twice as many 
  hit dice to control, so if you have 
  time, you can animate and control 
  as many cackling skeletons as you 
  could normal skeletons. The same 
  goes for stacking multiple of these 
  variant templates.
  The Cackling Skeleton Template
  In addition to the changes for the 
  HAHAHAHAHAHA-
  HAHAHAHAHA-
  HAAAAA!
  
  31
  skeleton template (above), make the following adjustments to  
  the base creature:
  Challenge Rating: As a normal skeleton + 1.
  Abilities: A cackling skeleton's Charisma is 14.
  Special Qualities: A cackling skeleton gains the fear aura  
  special quality.
  Fear Aura(Su)
  A cackling skeleton is cloaked in a 30-foot aura of fear. This aura manifests 
  as a hideous laughter that unnerves the listener. The first time it ends its 
  turn within the aura, a creature must make a DC 13 Will save or become 
  shaken for as long as it stays within the aura. If the creature succeeds at 
  the saving throw, it cannot be affected again by the aura for another 24 
  hours. This is a fear and sonic effect. The DC is Charisma-based.
  Spell-like ability: A cackling skeleton gains  
  the ability to cast hideous laughter 3/day,  
  as a bard of a level equal to its Hit Dice. 
  HAHA
  HAHAHAHAHA
  HAHA
  HAHAHA
  AAAA!
  
  32
  Crystalline Skeleton
  A crystalline skeleton is covered in glass, obsidian or 
  similarly fragile materials. When struck, a shower  
  of shrapnel is released on the attacker, and when it is  
  destroyed, it explodes in a shower of destructive shards.
  Animating a Crystalline Skeleton
  Animating a crystalline skeleton with animate 
  dead causes it to take up twice as many hit dice 
  from the amount you can create with a single 
  casting of animate dead, so if you could  
  normally make 10 skeletons, you can only  
  STICKS AND 
  STONES WILL 
  BREAK MY 
  BONES
  
  33
  make 5 crystalline skeletons. It is important to note, however, that while 
  the crystalline skeletons take up twice as many hit dice per casting of  
  animate dead for the purposes of creating them, they do NOT take up twice 
  as many hit dice to control, so if you have time, you can animate and  
  control as many crystalline skeletons as you could normal skeletons.  
  The same goes for stacking multiple of these variant templates.
  Further, this also replaces the material component of the animate dead 
  spell, causing it to require glass or obsidian worth at least 25 gp per Hit 
  Dice of the undead, instead of the normal onyx gems (though this can be 
  mixed and matched, to create a variety of skeleton types with one casting).
  The Crystalline Skeleton Template
  In addition to the changes for the skeleton template (above), make the  
  following adjustments to the base creature:
  Challenge Rating: As a normal skeleton + 1.
  Defensive Abilities: Crystalline skeletons lose their immunity to cold  
  but gain immunity to fire. A crystalline skeleton gains vulnerability to  
  sonic damage.
  Crystalline Vengeance (Ex)
  When struck by an unarmed or melee attack, the attacker takes 1d6 points 
  of slashing damage per successful hit, as crystalline shards erupt from the 
  body of the skeleton.
  Attacks: A crystalline skeleton retains all the natural weapons,  
  manufactured weapon attacks, and weapon proficiencies of the base  
  creature, except for attacks that can't work without flesh. A creature with 
  hands gains one claw attack per hand; the skeleton can strike with each  
  of its claw attacks at its full attack bonus. A claw attack deals damage  
  depending on the skeleton's size (see Natural Attacks table below.) 
  If the base creature already had claw attacks with its hands, it  
  deals damage as if it was one size larger.
  
  34
  Claw (Natural Attack)
  Base Damage by Size
  Fine
  1
  Diminutive
  1d2
  Tiny
  1d3
  Small
  1d4
  Medium
  1d6
  Large
  1d8
  Huge
  2d6
  Gargantuan
  2d8
  Colossal
  4d6
  Abilities: A crystalline skeleton’s Charisma is 12.
  Explosive Death (Su)
  A crystalline skeleton explodes into a shower of 
  shards when it dies. Anyone adjacent to the skeleton 
  when it is destroyed takes 1d6 points of piercing  
  damage per 2 Hit Dice the skeleton possessed  
  (minimum 1d6). A Reflex save (DC = 10 + 1/2 the  
  skeleton's Hit Dice + the skeleton's Cha bonus) halves 
  this damage.
  Dread Skeleton
  The similarity of dread skeletons to the mindless  
  creatures so often animated by spellcasters leads many 
  to underestimate them. A dread skeleton looks much 
  like a normal skeleton (or exoskeleton, depending on 
  the nature of the base creature), but it retains many 
  qualities of the base creature that its lesser cousin does 
  not. For example, a dread skeleton remorhaz still blurs 
  the air with the heat from its body, and a dread skeleton 
  troglodyte continues to fill the area around it with a  
  terrible stench. Dread skeletons can speak and make 
  vocal noises as their living forms could.
  
  35
  DREAD 
  CENTAUR
  
  36
  Most dread skeletons are motivated by hatred of the living and a desire to dominate 
  all they survey. They seek the death of the living and even resent the existence of  
  other thinking undead. Dread skeletons prefer to be the only free-willed creatures  
  in the world, but they suffer the existence of others in order to attain their goal of  
  dominance and to gain more mindless skeleton servants.
  The Dread Skeleton Template
  "Dread Skeleton" is an acquired template that can be added to any living 
  creature with a skeleton or exoskeleton (referred to hereafter as 
  the base creature). A dread skeleton uses all the base creature's 
  statistics and special abilities except  
  as noted here.
  Challenge Rating: Same as base creature +1.
  Alignment: Any evil.
  Type: The creature's type changes to undead. Do not  
  recalculate base attack bonuses, saves, or skill points.
  Aura: A dread skeleton gains the unnatural aura (30 ft.) 
  special ability. 
  Armor Class: The base creature's natural armor bonus is 
  replaced by a new one based on the dread skeleton's size:
  Hit Dice: Change all of the base 
  creature's racial HD to d8s.
  Skeleton 
  Size
  Natural Armor 
  Bonus
  Tiny or smaller
  +0
  Small
  +1
  Medium or Large
  +2
  Huge
  +3
  Gargantuan
  +6
  Colossal
  +10
  
  37
  Defensive Abilities: A dread skeleton, in addition to normal undead traits, 
  has DR 10/bludgeoning, immunity to cold, and channel resistance +2.
  Attacks: The dread skeleton retains all the base creature's attacks, using 
  limbs that have bones, teeth, or exoskeletons. Attacks with boneless limbs, 
  such as tentacles, are lost. If the base creature possesses at least one arm 
  but has no natural attacks with it, the dread skeleton gains a claw attack 
  with each such limb. The claws are primary attacks if the base creature 
  has no other natural attacks; otherwise, they are secondary attacks.
  If the dread skeleton gains claw attacks from the application of this  
  template, the damage for the attacks depends on the base creature's size.
  Special Attacks: The dread skeleton retains all the base creature's special 
  attacks and gains those described here.
  Command Skeletons (Su)
  As a free action, a dread skeleton can automatically command all  
  normal skeletons within 30 feet (as command undead). It can attempt  
  to command skeleton warriors, but they get a Will save to resist (caster  
  level equal to dread skeleton's total HD; save DC is Charisma-based).  
  Normal skeletons never attack a dread skeleton unless compelled.
  Abilities: Dex +2, Cha +2. As an undead creature, a dread skeleton has 
  no Constitution score.
  Feats: A dread skeleton gains Improved Initiative as a bonus feat.
  Environment: Change to any.
  Treasure: Change to incidental.
  Claw (Natural Attack)
  Base Damage by Size
  Diminutive
  1
  Tiny
  1d2
  Small
  1d3
  Medium
  1d4
  Large
  1d6
  Huge
  1d8
  Gargantuan
  2d6
  Colossal
  2d8
  
  38
  FIRE, 
  COLD, 
  ELEC-
  TRICITY, 
  ACID
  
  39
  Elemental Skeleton
  An elemental skeleton is intrinsically tied to the elemental planes, focusing energies from 
  beyond the material realm. The energy itself can be seen roiling in both its  
  ribcage and within its otherwise empty eye sockets.
  Animating an Elemental Skeleton
  Animating an elemental skeleton with animate dead causes it to take up twice as 
  many hit dice from the amount you can create with a single casting of animate dead, 
  so if you could normally make 10 skeletons, you can only make 5 elemental  
  skeletons. It is important to note, however, that while the elemental skeletons take 
  up twice as many hit dice per casting of animate dead for the purposes of creating 
  them, they do NOT take up twice as many hit dice to control, so if you have time, 
  you can animate and control as many elemental skeletons as you could normal 
  skeletons. The same goes for stacking multiple of these variant templates.
  The Elemental Skeleton Template
  In addition to the changes for the skeleton template (above), make the following 
  adjustments to the base creature:
  Element type: When created, an elemental skeleton becomes associated with one 
  of the following elements: acid, cold, electricity or fire.
  Challenge Rating: As a normal skeleton + 1.
  Defensive Abilities: Elemental skeletons lose their immunity to cold but  
  gain immunity to their related element. They do not gain vulnerability to  
  any other elements.
  Elemental Defense (Su): Anyone striking an elemental skeleton with an  
  unarmed strike or natural attack takes 1d6 points of elemental damage, of the  
  type associated with the elemental skeleton.
  Melee Attacks: An elemental skeleton's melee attacks (including both those made 
  with a natural weapon and those made with a manufactured weapon) deal an  
  additional 1d6 points of damage, of the type associated with them.
  Elemental Lash (Su): A elemental skeleton can focus its energy into a powerful 
  lash that it can use to attack enemies at range. Once per day, as a standard action, 
  an elemental skeleton can lash out with an energy-whip. This is a touch attack with 
  a 30-foot range, causing 4d6 points of damage, of the type of the skeleton.
  
  40
  Mechanical
  Skeleton
  A mechanical skeleton has its 
  normal bones strengthened and 
  reinforced with steel and other 
  metals, making it more sturdy 
  than normal skeletons.
  Animating a  
  Mechanical Skeleton
  Animating a mechanical  
  skeleton with animate dead 
  causes it to take up twice as 
  many hit dice from the amount 
  you can create with a single 
  casting of animate dead, so if you 
  could normally make 10  
  skeletons, you can only make 5 
  mechanical skeletons. It is  
  important to note, however, that while 
  the mechanical skeletons take up twice as many hit dice per casting of  
  animate dead for the purposes of creating them, they do NOT take up twice 
  as many hit dice to control, so if you have time, you can animate and  
  control as many mechanical skeletons as you could normal skeletons. 
  The same goes for stacking multiple of these variant templates.
  Further, this also replaces the material component of the animate dead 
  spell, causing it to require steel rods worth at least 25 gp per Hit Dice of 
  the undead, instead of the normal onyx gems (though this can be mixed 
  and matched, to create a variety of skeleton types with one casting).
  The Mechanical Skeleton Template
  In addition to the changes for the skeleton template (above), make the 
  following adjustments to the base creature:
  Challenge Rating: As a normal skeleton + 1.
  
  41
  Armor Class: Natural armor bonus changes as follows:
  Saves: A mechanical skeleton gains channel resistance +4.
  Speed: A winged mechanical skeleton can't use its wings to fly, and 
  all base speeds (of any type possessed by the mechanical skeleton), is  
  reduced by 10 feet, though it is not affected by heavy loads.
  Attacks: A mechanical skeleton retains all the natural weapons,  
  manufactured weapon attacks, and weapon proficiencies of the base 
  creature, except for attacks that can't work without flesh. A creature with 
  hands gains one slam attack per hand; the skeleton can strike with each 
  of its slam attacks at its full attack bonus. A slam attack deals damage  
  depending on the skeleton's size (see Natural Attacks table below.) If the 
  base creature already had slam or claw attacks with its hands, use the 
  mechanical skeleton slam damage only if it's better.
  Abilities: A mechanical skeleton's Strength is increased by +2.
  Skeleton Size
  Natural Armor Bonus
  Tiny or smaller
  +2
  Small
  +3
  Medium or Large
  +4
  Huge
  +5
  Gargantuan
  +8
  Colossal
  +12
  Claw (Natural Attack)
  Base Damage by Size
  Fine
  1
  Diminutive
  1d2
  Tiny
  1d4
  Small
  1d4
  Medium
  1d6
  Large
  1d8
  Huge
  2d6
  Gargantuan
  2d8
  Colossal
  4d6
  UNDEAD 
  TERMI-
  NATORS!
  
  42
  Some skeletons retain their intelligence and cunning, making them  
  formidable warriors. These undead are far more powerful than their mindless 
  kin, and many gain class levels.
  Animating a Skeleton Champion
  Unlike many other skeletons, a skeleton champion cannot be  
  animated through the use of animate dead.  Instead, these skeletons 
  are free-willed, rising up from the 
  dead only through  
  extraordinary  
  circumstances,  
  similar to those 
  that cause  
   
  Skeleton Champion
  
  43
  the rise of ghosts, via rare and vile rituals, or through the actions of an 
  angry deity. 
  "Skeletal Champion" is an acquired template that can be added to any 
  corporeal creature (other than an undead) that has a skeletal system 
  (referred to hereafter as the base creature) and a minimum  
  Intelligence of 3.
  CR: A skeletal champion's CR is +1 higher than a normal skeleton 
  with the same HD. (see above)
  Type: The creature's type becomes undead. It keeps subtypes save for 
  alignment subtypes and subtypes that indicate kind.
  Alignment: Any evil.
  Armor Class: Natural armor as per skeleton.
  Hit Dice: Change all of the creature's racial HD to d8s, then add 2  
  racial Hit Dice to this total (creatures without racial HD gain 2). HD 
  from class levels are unchanged.
  Defensive Abilities: A skeletal champion gains DR 5/bludgeoning, 
  channel resistance +4, and immunity to cold. It also gains all of the 
  standard undead traits.
  Speed: As standard skeleton.
  Attacks: As standard skeleton.
  Abilities: Str +2, Dex +2. As undead, it has no Constitution score.
  BAB: Its BAB for racial HD equals 3/4 of its HD.
  Skills: Gains skill ranks per racial Hit Die equal to 4 + its Int modifier. 
  Class skills for racial HD are Climb, Disguise, Fly, Intimidate, Knowledge 
  (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and 
  Stealth. Skills gained from class levels remain unchanged.
  Feats: A skeletal champion gains Improved Initiative as a bonus feat.
  Saves: Base save bonuses for racial Hit Dice are Fort +1/3 HD, Ref 
  +1/3 HD, and Will +1/2 HD + 2.
  WE ARE THE CHAMPIONS
  
  44
  Twice-tramscended
        Skeleton
  The twice-transcended skeletons are a particularly strange type of skeleton, 
  who were once animated, killed, and then restored to a semblance of their old  
  bodies, except these bodies are now only the spiritual memories of the  
  existing body. They resemble ghostly, vaguely translucent, skeletons with their 
  skeletal build clearly visible inside an almost invisible outline of a vaguely 
  humanoid body. Whispers surround them, creeping into any onlooker’s mind.
  Animating a Twice-transcended Skeleton:
  Animating a twice-transcended skeleton with animate dead causes it to 
  take up twice as many hit dice from the amount you can create with a 
  single casting of animate dead, so if you could normally make 10  
  skeletons, you can only make 5 twice-transcended skeletons. It is  
  important to note, however, that while twice-transcended skeletons 
  take up four times as many hit dice per casting of animate dead for the 
  purposes of creating them, they do NOT take up four times as many 
  ILL BE BACK
  
  45
  hit dice to control, so if you have time, you can animate and control as 
  many twice-transcended skeletons as you could normal skeletons.  
  The same goes for stacking multiple of these variant templates.
  This also requires the caster of animate dead to know gaseous form and lose 
  the spell for that day (if the caster must prepare spells each day.  
  Otherwise they expend a single use of gaseous form, similar to casting 
  it normally), though this does not otherwise affect the casting of animate 
  dead. Finally, the remains to be animated must previously have been  
  animated as a skeleton and then killed once more.
  The Twice-transcended Skeleton Template
  In addition to the changes for the skeleton template (above), make the  
  following adjustments to the base creature:
  Challenge Rating: As a normal skeleton + 1.
  Armor Class: A twice-transcended skeleton gains a deflection bonus 
  equal to its Charisma modifier. It loses the base creature's natural armor 
  bonus, as well as all armor and shield bonuses not from force effects or 
  ghost touch items.
  Melee Attacks: A twice-transcended skeleton loses all of the base  
  creature's attacks. If it could wield weapons in life, it can wield ghost  
  touch weapons as a twice-transcended skeleton. Instead, it gains a single 
  touch attack.
  Abilities: A twice-transcended skeleton's Charisma is 14.
  Special Qualities:
  Aura of Whispers (Su)
  A twice-transcended skeleton is surrounded by a 30-foot aura of whispers. 
  This aura manifests as almost imperceptible whispers that get in your 
  head, suggesting all kinds of unlikely, paranoid, scenarios. The first time 
  it ends its turn within the aura, a creature must make a Will save (DC 10 + 
  1/2 twice-transcended skeleton's hit dice + Charisma modifier) or become 
  confused for as long as it stays within the aura. If the creature succeeds at 
  the saving throw, it cannot be affected again by the aura for another 24 
  hours. This is a fear effect. The DC is Charisma-based.
  
  46
  Touch of the Grave (Su)
  All twice-transcended skeletons gain this  
  incorporeal touch attack. By passing part of its  
  incorporeal body through a foe's body as a  
  standard action, the twice-transcended deal 1d6 
  points of damage per CR +Charisma modifier points 
  of damage (i.e. a CR 1 twice-transcended skeleton 
  deals 1d6+Charisma modifier, while a CR 2 deals 
  2d6+Charisma modifier, etc). This damage is not 
  negative energy—it manifests in the form of physical 
  wounds, appearing as claw marks as if the creature 
  damaged had been attacked by hundreds of  
  small animals.
  Defensive Abilities: 
  A twice-transcended skeleton loses the base  
  creature's defensive abilities and gains immunity 
  to cold. It also gains all of the standard immunities 
  and traits possessed by undead creatures. It also 
  gains the incorporeal ability. Unlike normal  
  skeletons, it does not gain DR 5/bludgeoning.
  Vampiric Skeleton
  Vampiric skeletons have elongated fangs 
  protruding from their upper jaw, and they 
  have a hunger for blood that can never be 
  sated. Their eye sockets resemble pools of 
  hellishly glowing blood, and their fingers 
  end in long claws.
  Animating a Vampiric Skeleton:
  Animating a vampiric skeleton with  
  animate dead causes it to take up  
  twice as many hit dice from the  
  amount you can create with a single 
  BLOOD BLOOD
  
  47
  casting of animate dead, so if you could normally make 10 skeletons, you can 
  only make 5 vampiric skeletons. It is important to note, however, that while 
  the vampiric skeletons take up twice as many hit dice per casting of animate 
  dead for the purposes of creating them, they do NOT take up twice as many 
  hit dice to control, so if you have time, you can animate and control as many 
  vampiric skeletons as you could normal skeletons. The same goes for  
  stacking multiple of these variant templates.
  This also requires the caster of animate dead to know vampiric touch and lose 
  the spell for that day (if the caster must prepare spells each day. Otherwise 
  they expend a single use of vampiric touch, similar to casting it normally), 
  though this does not otherwise affect the casting of animate dead.
  The Vampiric Skeleton Template
  In addition to the changes for the skeleton template (above), make the fol-
  lowing adjustments to the base creature:
  Challenge Rating: As a normal skeleton + 1.
  Melee Attacks: A vampiric skeleton gains a bite attack causing  
  1d6+1-1/2 strength points of damage.
  Feats: A vampiric skeleton gains Improved Unarmed 
  Strike and Improved Grapple.
  Abilities: A burning skeleton’s Charisma is 14.
  Special Qualities: A vampiric skeleton 
  gains blood drain:
  Blood Drain (Su)
  A vampiric skeleton can suck blood  
  from a grappled opponent; if the  
  skeleton establishes or maintains 
  a pin, it drains blood, dealing 1d4 
  points of Constitution damage.  
  The skeleton heals 5 hit points  
  or gains 5 temporary hit points  
  for 1 hour (up to a maximum  
  number of temporary hit points 
  equal to its full normal hit points) 
  each round it drains blood.
  
  48
  
  49
  This creature looks like a skeleton with  
  glistening black bones, seemingly  
  constructed of blackened steel. Small  
  red pinpoints of light burn in its  
  hollowed eye sockets.
  Black Skeleton CR 5
  XP 1,600
  CE Medium undead
  Init +8; Senses darkvision 60 ft.;  
  Perception +10
  Aura frightful presence (60 ft., DC 15)
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+4 
  Dex, +6 natural)
  hp 45 (7d8+14)
  Fort +4; Ref +6; Will +5
  Defensive Abilities channel  
  resistance +4; DR 10/bludgeoning 
  and good; Immune undead traits
  OFFENSE
  Speed 40 ft.
  Melee 2 short swords +10 
  (1d6/19–20 plus 1d3 
  Strength damage) or 2  
  claws +9 (1d4 plus 1d3 
  Strength damage)
   
  Special attacks superior two- 
  weapon fighting
  STATISTICS
  Str 11, Dex 19, Con —,  
  Int 13, Wis 10, Cha 14
  Base Atk +5; CMB +5; CMD 19
  Feats Improved Initiative,  
  Two-Weapon Fighting, Weapon  
  Finesse, Weapon Focus (short sword)
  Black Skeleton
  BLACKBONE
  
  50
  Skills Acrobatics +11, Climb +10,  
  Escape Artist +11, Perception +10, 
  Stealth +14
  Languages Abyssal, Common
  Gear 2 short swords
  ECOLOGY
  Environment underground
  Organization any
  Treasure standard
  SPECIAL ABILITIES
  Strength Damage (Su) A black  
  skeleton's attacks (either by a weapon 
  or natural attack) deal 1d3 points of 
  Strength damage to a living creature. 
  This is a negative energy effect. This is  
  a function of the black skeleton itself, 
  not its weapons.
  Superior Two-Weapon Fighting (Ex) 
  A black skeleton usually fights with 
  a short sword in each hand. Because 
  of its magical nature, its Two-Weapon 
  Fighting feat allows it to attack with 
  both weapons at no penalty.
  Much more powerful than standard 
  skeletons, these minions of evil are  
  often employed as guardians or  
  protectors to keep sealed some ancient 
  knowledge best left undiscovered. They 
  are intelligent monsters and are not 
  subject to the mindless commands that 
  can be given to such undead as  
  skeletons or zombies. They have a clear 
  mind and sometimes go against the 
  commands and wishes of those they 
  serve if it benefits the black skeleton  
  in question.
  Black skeletons are the remnants of  
  living creatures slain in an area where 
  the ground is soaked through with evil.  
  The bodies of fallen heroes are  
  contaminated and polluted by such evil 
  and within days after their death, the 
  slain creatures rise as black skeletons, 
  leaving their former lives and bodies 
  behind. Black skeletons are intelligent 
  and do maintain some memories of 
  their former lives.
  Black skeletons wear any clothes or 
  armor they had in life, and some still 
  carry their gear or weapons (most 
  discard their weapons in favor of two 
  short swords as soon as they can).
  Black skeletons attack with two short 
  swords in battle with little more than 
  the intention of cutting their foes to 
  pieces. They are intelligent opponents 
  and will use tactics during battle, often 
  sending several of their number against 
  a foe's front, while the others move 
  into position to flank their adversaries. 
  Black skeletons are smart enough to 
  know when the battle is lost and  
  withdraw from combat, though rarely. 
  Most simply fight to the death, driven 
  by some unseen hatred for the living.
  
  51
  Bones protrude through the rotting skin of 
  this two-legged, once reptilian creature. 
  Enormous wings stretch from its shoulders, 
  and a foul stench surrounds the creature, 
  while empty eye sockets scan the area.
  Skeletal Drake CR 6
  XP 2,400
  CE Large undead
  Init +3; Senses darkvision 60 ft.,  
  low-light vision, scent;  
  Perception +10
  DEFENSE
  AC 21, touch 10, flat-footed 18 (+3 Dex, 
  +9 Natural, -1 size)
  hp 67 (9d8+27);
  Fort +2; Ref +5; Will +5
  DR 5/bludgeoning; Immune cold, 
  undead traits
  OFFENSE
  Speed 20 ft., fly 60 ft. (poor)
  Melee bite +10 melee (2d6+4 plus 
  grab), 2 wings +5 (1d6+2)
  Space 10 ft.; Reach 5 ft.
  Skeletal Drake
  CAN IT 
  FLY?
  
  52
  Special Attacks boneshard breath 
  weapon (30-ft. cone, DC 16,  
  3d6 piercing)
  STATISTICS
  Str 19, Dex 16, Con —,  
  Int —, Wis 13, Cha 16
  Base Atk +5; CMB +10; CMD 23
  Feats Improved Initiative
  ECOLOGY
  Environment any
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Boneshard Breath Weapon (Ex) 
  Three times per day a skeletal drake 
  can unleash a cone of sharpened 
  bones that flense and tears at everyone 
  caught within the cone. Anyone in the 
  area must succeed on a DC 16 Reflex 
  save or take 3d6 points of piercing 
  damage. Success indicated that the  
  target only takes half damage. Anyone 
  failing the Reflex saving throw must 
  then make a DC 16 Fortitude save or 
  take 1d4 points of bleeding damage 
  for 1 round per hit dice of the skeletal 
  drake (typically 9). A successful DC 16 
  Heal check staunches the bleeding as 
  normal. This save DC is  
  Charisma-based.
  The skeletal drake is the animated  
  remains of a dragon or wyvern who 
  was killed in an area strong in  
  necromantic magic (such as that  
  created by unhallow), and which is left 
  undisturbed for that time. The skeletal 
  drake rises a year later, a mindless  
  automation seeking only the  
  destruction of living things. 
  Skeletal drakes have no interest in  
  society or their own kind and will 
  destroy anyone approaching them. 
  Powerful necromancers and undead 
  sometimes use them for mounts, once 
  they have established control over the 
  skeletal drake.
  
  53
  This decrepit skeletal humanoid is hunched 
  over as if in pain, a sickly green aura  
  outlining its bony hands. The smell of dirt 
  and rot hangs in the air around it.
  Skeletal Master CR 5
  XP 1,600
  NE Medium undead
  Init +2; Senses darkvision 60 ft.;  
  Perception +11
  DEFENSE
  AC 17, touch 12, flat-footed 15  
  (+2 Dexterity, +5 natural armor)
  hp 59 (7d8+28);
  Fort +2; Ref +4; Will +6
  Defensive Abilities channel resistance 
  +2; DR 5/bludgeoning; Immune cold; 
  Resist electricity 10 SR 17
  OFFENSE
  Speed 30 ft.
  Melee sickening touch +6 (1d8+1 plus 
  sickening touch)
  Special Attacks sickening touch
  Sorcerer Spells known  
  (CL 5th; concentration +8)
  2nd (4/day)—command undead (DC 17), 
  stricken heart
  1st (6/day)—cause fear, chill touch (DC 
  16), ray of enfeeblement (DC 16); repair 
  undead (DC 16)
  0 (at will)—acid splash, detect magic, 
  read magic, spark (DC 14)
  STATISTICS
  Str 12, Dex 15, Con —, Int 17, Wis 12, 
  Cha 18
  Skeletal Master
  GET THIS MAN 
  SOME BENGAY
  
  54
  Base Atk +5; CMB +6; CMD 16
  Feats Improved Initiative,  
  Skill Focus (Spellcraft), Spell Focus  
  (necromancy)
  Skills Craft (alchemy) +10, Heal +11, 
  Intimidate +14, Knowledge (arcana) 
  +13, Knowledge (religion) +13,  
  Perception +11, Spellcraft +16
  Languages Common, Draconic,  
  Elven, Necril
  SQ almost an arcane master
  ECOLOGY
  Environment any
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Almost an Arcane Master (Su)
  Three times per day a skeletal  
  master can cast any of its spells with 
  any metamagic feat that it knows, as  
  a free action. This does not increase  
  the level of the spell being cast. 
  Sickening Touch (Su)
  Any living creature a skeletal master 
  hits with its touch attack must succeed 
  on a DC 15 Fortitude save or be  
  sickened for 1d6 minutes. Success  
  reduces the duration to 1d6 rounds. 
  This ability is Charisma-based.
  Skeletal masters are the result of a 
  spellcaster trying to ascend to lichdom 
  and failing. They are exceedingly rare, 
  as normally any spellcaster failing to 
  become a lich simply dies or is  
  destroyed. For the skeletal masters to 
  happen, the spellcaster must almost 
  succeed, only to fall at the final hurdle.
  Where a lich becomes more powerful 
  if the experiment succeeds, the skeletal 
  master is reduced to a mere shade of its 
  former power, and it knows it. As such, 
  it absolutely hates and resents liches, 
  but often end up serving the more  
  powerful undead, to glean more power. 
  The liches themselves usually find  
  skeletal masters to be pathetic failures, 
  and only suffer having them around 
  due to their usefulness. 
  A skeletal master left to its own devices 
  will generally seek out powerful  
  spellcasters in an attempt to regain 
  their former lives and then try again. 
  They offer their services to any  
  powerful necromancer willing to at 
  least attempt to help them, but  
  generally they end up serving similar 
  roles to the skeletal tutors, teaching 
  
  55
  from their immense store 
  of magical knowledge, 
  talking about power they 
  once had, successes they 
  once accomplished, and 
  in their own way, serving 
  as a warning to  
  power-hungry  
  spellcasters of the  
  dangers inherent in  
  their search.
  Dressed in tattered robes, 
  covered in fading glyphs 
  and symbols, this skeleton 
  stands hunched over,  
  clutching a broken holy 
  symbol in one hand, and a 
  book in the other.
  Skeletal Tutor CR 3
  XP 800
  NE Medium undead
  Init +2; Senses  
  darkvision 60 ft.;  
  Perception +8
  Aura vitalizing undeath 
  (60 ft., DC 14)
   
  Skeletal Tutor
  MY HOLY 
  SYMBOL
  
  56
  DEFENSE
  AC 15, touch 12, flat-footed 13  
  (+2 Dexterity, +3 natural armor)
  hp 30 (4d8+12);
  Fort +1, Ref +3, Will +5
  DR 5/bludgeoning;  
  Immune undead traits
   
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +4 (1d6+1)
  Spell-Like Abilities (CL 7th;  
  concentration +10)
  1/day—animate dead
  Spells Prepared (CL 3rd)
  2nd—death knell (DC 15),  
  lesser animate dead
  1st—cause fear (DC 14), chill touch  
  (DC 14), repair undead (DC 14)
  0—bleed (DC 13), guidance [x2],  
  touch of fatigue (DC 13)
  STATISTICS
  Str 12, Dex 15, Con —, Int 15, Wis 14, 
  Cha 17
  Base Atk +2; CMB +3; CMD 15
  Feats Eschew Materials, Spell Focus 
  (necromancy)
  Skills Intimidate +10, Knowledge 
  (arcana) +9, Knowledge (religion) +9, 
  Perception +8, Spellcraft +9,  
  Use Magic Device +7;
  Languages Common, Necril, +1  
  language of GM's choice
  SQ aura of vitalizing undead
   
  ECOLOGY
  Environment any
  Organization any (skeletal tutors are 
  rarely ever found alone)
  Treasure standard
   
  SPECIAL ABILITIES
  Aura of Vitalizing Undead (Su)
  Any undead within a 60-foot radius 
  gain a +1 unholy bonus to all attack 
  rolls and saving throws. Further, any 
  mindless (i.e. Intelligence 0) skeleton 
  or skeletal undead within the area is 
  affected (while within the aura) are 
  made self-aware, as if they had an 
  intelligence of 10. This only lasts while 
  they remain within the aura. This gives 
  the skeletal tutor no control over the 
  undead in the area, but they  
  instinctively know what will happen  
  if they leave again.
  
  57
  Skeletal tutors are not created in the 
  manner that other skeletons are.  
  Instead, they arise spontaneously at 
  the whim of the gods of the undead 
  when one of their servants create  
  normal skeletons with the animate 
  dead spell. On these occasions, the 
  favored servants of the gods find that 
  the skeletal tutor is there to help them 
  achieve their goals, and often bring 
  direct messages from the gods  
  themselves. Whether these messages 
  are understandable to the mortal or 
  not, the skeletal tutor will assist the 
  mortal to the best of its abilities.
  Should the mortal die or be destroyed, 
  while the skeletal tutor remains alive, 
  the skeletal tutor will seek to bring the 
  gift of undeath to the rest of the world, 
  traveling with a retinue of skeletons  
  or other undead, often seeking out 
  and taking service for the more  
  powerful undead.
  A hideous amalgamation of man  
  and horse, it is difficult to tell 
  rider apart from the mount. The 
  bones of both intertwine and mingle, 
  with the rider grasping a decrepit looking 
  lance and shield, and both clad in  
  ancient armor.
  Skeleton Noble CR 10
  XP 9,600
  LE Large undead
  Init +6; Senses darkvision 60 ft.;  
  Perception +19
  Aura cold (30 ft., DC 19)
  Skeletal Noble
  
  58
  DEFENSE
  AC 24, touch 9, flat-footed 22  
  (+9 armor, +4 natural, +2 shield -1 size)
  hp 127 (15d8+60);
  Fort +9, Ref +7, Will +12
  DR 10/bludgeoning;  
  Defensive Abilities undead traits; 
  Immune cold
  OFFENSE
  Speed 50 ft.,
  Melee lance +18/+13 (1d8+5/x3 plus 
  1d6 cold), 2 hooves +16 (1d8+5 plus 
  1d6 cold)
  Space 10 ft.; Reach 5 ft.
  Spell-Like Abilities (CL 10th;  
  concentration +12)
  3/day—lead blades
  STATISTICS
  Str 20, Dex 11, Con —, Int 14, Wis 13, 
  Cha 18
  Base Atk +11; CMB +17; CMD 27
  Feats Improved Bull Rush, Improved 
  Natural Attack (hooves), Improved 
  Initiative, Iron Will, Lightning Reflexes, 
  Power Attack, Weapon Focus (lance), 
  Quicken Spell-like Ability (lead blades).
  Skills Intimidate +22, Knowledge  
  (nobility) +17, Knowledge (religion) +20, 
  Perception +19
  Languages Common, Infernal, Necril
  SQ armored expertise, lance mastery, 
  undersized weapons
  ECOLOGY
  Environment any cold
  Organization solitary or hunt (2-5)
  Treasure masterwork full plate (counts 
  as barding too), masterwork heavy 
  steel shield, and masterwork lance
   
  SPECIAL ABILITIES
  Aura of Cold (Su)
  Skeleton nobles are surrounded by 
  a 30-foot radius of deathly chill. Any 
  living creatures within this area during 
  the skeleton noble's turn takes 2d6 
  points of cold damage. This ability is 
  Charisma-based.
  Armored Expertise (Ex)
  A skeleton noble suffers no speed  
  reduction when wearing heavy armor 
  or barding.
  Lance Mastery (Ex)
  A skeleton noble deals double damage 
  on a successful charge, which stacks 
  with the lance used by the skeleton 
  
  59
  noble, i.e. a skeleton noble charging 
  and hitting does 3d8+X when charging. 
  Furthermore the skeleton noble  
  is able to use the lance against  
  adjacent opponents.
  Skeleton Mastery (Su)
  As a free action, a skeleton can  
  automatically command all normal 
  skeletons within 30 feet (as command 
  undead) provided they have fewer hit 
  points than the skeleton noble.  
  Intelligent skeletal undead (as  
  adjudicated by the GM) are affected as 
  well, but they get a Will save to resist 
  (DC 19; save DC is Charisma-based). 
  Normal skeletons never attack a  
  skeleton noble unless compelled.
  Undersized Weapons (Ex)
  Although a skeleton noble is Large, its 
  upper torso is the same size as that of 
  a Medium humanoid. As a result, they 
  wield weapons as if they were one size 
  category smaller than their actual size. 
  Skeleton nobles were once brave 
  knights of the cold counties of the 
  world, pledged to defend their lands. As 
  time ravaged them, however, and they 
  grew older, they saw younger, fitter, 
  heroes taking their place on the front 
  lines, and resentment grew. Eventually, 
  they turned to dark powers to regain 
  their vigor, pleading themselves to  
  the lords of Hell, in exchange for  
  eternal vigor.
  Their wish was granted, and they  
  became skeleton nobles, standing ever 
  vigilant against younger heroes,  
  fighting on battlefields where they no 
  longer belong and destroying anything 
  that they held dear while still alive. 
  Often travelers will see skeleton nobles 
  in the distance, only for the creature 
  to have disappeared once they arrive. 
  These are seen as ill portents, and  
  villages have been known to be  
  uprooted at the mere sighting of a  
  skeleton noble.
  
  60
  MUNDANE ITEMS
  In the following, you'll find new  
  equipment and magic items for the use  
  of those who hunt down skeletons and 
  the skeletal dead.
  These are the non-magical items  
  available to the hunters of the undead.
  Bonecrusher Hammer: The bonecrusher 
  hammer is a specialized weapon, designed 
  to break bones and objects. Resembling a 
  gigantic hammer, the head of the hammer 
  has a number of ridges, indentations, and 
  grooves that causes the hammer to dig 
  deeper than normal with each hit, causing 
  grievous damage to solidified objects.
  When a bonecrusher hammer hits a  
  creature with damage reduction that is  
  Name
  Cost
  Weight
  Bonecrusher 
  Hammer
  100 gp
  20 lbs.
  Ribcage  
  Breastplate
  500 gp
  20 lbs.
  Bonecrusher
    Hammer
  
  61
  Ribcage Breastplate: The ribcage  
  breastplate is a specialized bone armor  
  creating by those of a necromantic intent. 
  Created from the ribcage of a single  
  skeleton, it has been reinforced with the ribs 
  of several more, all of which have previously 
  been animated, and the bones suffused with 
  necromantic energy. Anyone wearing a  
  ribcage breastplate has their arcane  
  spell-failure reduced by 10% when casting  
  necromantic spells (for a total of 15% instead 
  of the normal 25%), and they add +1 caster 
  level to their necromancy spells. Finally, as 
  the ribcage breastplate is crafted from bone 
  and not metal, it can be used by druids and 
  others with similar restrictions.
  (Exotic) Two-handed Melee Weapon
  Name
  Cost
  DMG (S) DMG (M)
  Crit
  Range Weight Type Special
  Bonecrusher 
  Hammer
  100 gp
  1d10
  2d6
  x3
  -
  20 lbs.
  B
  see text
  Medium Armor
  Name
  Cost
  Armor 
  Bonus
  Max DEX 
  Bonus)
  Armor 
  Penalty
  Spell
  Failure
  Speed
  30 ft./20 ft.
  Weight
  Bonecrusher 
  Hammer
  500 gp
  +5
  +3
  -3
  25%
  20 ft./15 ft.
  20 lbs.
  Ribcage 
  Breastplate
  ignored by bludgeoning weapons (such  
  as a skeleton with DR 5/bludgeoning), then 
  it deals double damage, and the critical  
  damage of the bonecrusher hammer is  
  increased to x4 instead of x3. Further, it 
  also ignores the first 5 points of hardness 
  on objects.
  
  62
  MAGIC ITEMS
  Fanged Skull
  CONSTRUCTION REQUIREMENTS
  BENEFITS
  Below you'll find two new magic items 
  for use in your campaigns.
  Aura faint necromancy; CL 5th;  
  Slot head; Weight —; Price 6,375 gp
  Franged
  Skull
  This black steel helmet is wrought into 
  a terrible visage, with red diamonds 
  in place of its eyes, giving it a piercing 
  red gaze, while the mouthguard has two 
  large fangs protruding from the upper 
  part, giving a wearer the appearance of 
  a fanged monster.
  A fanged skull provides the wearer with a bite attack as if they had a 
  natural bite attack as appropriate for their size (1d6 for a Medium size 
  wearer, 1d4 for a Small one), that counts as a primary attack. When 
  the wearer attacks with the bite attack, anyone wounded must make 
  a DC 14 Fortitude save or start taking 1 points of bleed damage per 
  successful attack until they receive magical healing, or are healed with 
  a DC 14 Heal check.
  Further once per day, the wearer of the fanged skull can use a  
  standard action to caster vampiric touch (as a 5th level caster) on any 
  creature who is currently suffering from the bleed effect.
  Feats Craft Magic Arms and Armor; Spells vampiric touch; Cost 3,188 gp
  
  63
  Graveyard Dust
  CONSTRUCTION REQUIREMENTS
  BENEFITS
  Aura faint necromancy; CL 3rd;  
  Slot —; Weight —; Price 1,200 gp
  This black and very finely ground bone meal has a  
  distinct, unpleasant, metallic odor.
  One application of graveyard dust is enough to  
  cover one single undead creature. When used as a  
  standard action to cover an undead creature, the 
  creature receives a +2 profane bonus to attack rolls 
  and +2 hit points per hit dice that it possesses. This 
  lasts for 1d6 minutes and one jar of graveyard dust  
  comes with 10 applications.
  Graveyard dust is typically stored in jars similar to  
  funeral urns.
  Feats Craft Wondrous Item; Spells desecrate; Cost 600 gp
  
  64
  Reinforce Bone
  Below is a single new spell for use in your 
  campaigns.
  School necromancy;  
  Level sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M
  Range touch
  Target creature touched
  Duration 10 mins./level
  Saving Throw Will negates (harmless);  
  Spell Resistance yes (harmless)
  Reinforce bone causes the bones of the creature touched 
  to become as strong as steel, and nearly unbreakable. 
  Creatures where the skeletal structure is exposed  
  already, such as the exoskeleton of many types of  
  vermin, or skeletons, becomes even stronger and more 
  durable than before.
  The target touched gains DR 5/bludgeoning. If the target 
  already has DR —/bludgeoning, or a mostly skeletal 
  structure (as adjudicated by the GM) then this increases 
  by +5 (to DR 10/bludgeoning for a skeletal creature that 
  does NOT have DR already, and increasing the already 
  existing DR —/bludgeoning by 5 for those who do).
  
  65
  Those experiences in that village changed my outlook on 
  life. Or unlife I should say. Until that point, I had been 
  convinced that once the soul left the body, there was  
  nothing left of the person inside, and that the monsters that 
  rose from the grave did not have anything to do with the 
  people they had once been. That little village changed 
  that. Now I believe, that even the so-called mindless 
  undead have some sort of personality still left within them. 
  Some believe that the intelligent undead are possessed by 
  some form of evil spirit, but I believe that it is the  
  original soul that still inhabits the body (certainly in the 
  case of creatures like liches who capture their soul as part 
  of the transformation from life to undeath), and that this 
  soul is twisted and changed by touch with the negative  
  energy plane that all undead, to some degree or other,  
  are in touch with.
  One more thing changed after that little village. My 
  friend never left. We were caught, in spite of trying to 
  hide, and he stayed behind as I ran. He… he’s not the 
  only friend that I’ve left behind as I pursued my  
  calling as a monster chronicler, but he was the first. And 
  in my dreams, I still hear his screams as those skeletal 
  hands tear him to pieces.
  Excerpt taken from the tome: Voices in the Dark 
  Volume I., Personal Essays & Journal of  
  Morthios Delthain
  
  66
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  used in Open Game Content shall retain all rights, 
  title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game 
  Content You must clearly indicate which portions  
  of the work that you are distributing are Open  
  Game Content.
  9. Updating the License: Wizards or its  
  designated Agents may publish updated versions  
  of this License. You may use any authorized version 
  of this License to copy, modify and distribute any 
  Open Game Content originally distributed under 
  any version of this License.
  10. Copy of this License: You MUST include a 
  copy of this License with every copy of the Open 
  Game Content You distribute.
  11. Use of Contributor Credits: You may not 
  market or advertise the Open Game Content using 
  the name of any Contributor unless You have  
  written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for 
  You to comply with any of the terms of this License 
  with respect to some or all of the Open Game  
  Content due to statute, judicial order, or  
  governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate 
  automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall 
  survive the termination of this License.
  14. Reformation: If any provision of this License 
  is held to be unenforceable, such provision shall  
  be reformed only to the extent necessary to make  
  it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, Wizards of 
  the Coast, Inc.; .
  System Reference Document, © 2000, Wizards 
  of the Coast, Inc.; Authors: Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathfinder RPG Bestiary, © 2009, Paizo  
  Publishing, LLC; Author: Jason Bulmahn, based  
  on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  Pathfinder Roleplaying Game Core Rulebook, 
  © 2011, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Black Skeleton from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc.,  
  published and distributed by Frog God Games; 
  Authors Scott Greene and Bill Webb
  Dread Skeleton from the Advanced Bestiary, 
  Copyright 2014, Green Ronin Publishing, LLC;  
  Author Jeff Hersh, Developer Owen K.C. Stephens 
  Journals of Dread, Volume 2: Secrets of the Skeleton, 
  © 2018 d20pfsrd.com Publishing; Author: Kim Frandsen
  
  Skeletons
  We all know these iconic monsters, swarming forth 
  at the behest of insane necromancers and elder 
  gods best left forgotten. They are a reminder of 
  our own mortality, literally what keeps us upright. 
  Encased in our very flesh is the worst nightmare  
  of many of us.
  This book expands upon the existing rules of the 
  Pathfinder Roleplaying Game, and provides many 
  more player and Game Master options for those 
  who wish to use skeletons more in their games. 
  You’ll find new templates for your necromancers 
  to apply to their skeletons when creating them, 
  as well as new unique skeletal monsters who will 
  haunt your players’ nightmares.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/d20PFSRD/Journals of Dread 2 - Secrets of the Skeleton.pdf