Skeleton Infantry
Level 11Abilities
Many of the skeletons raise their shields to protect others. The infantry gain a +2 circumstance bonus to AC until the start of their next turn.
HP 180 (4 segments); Thresholds 120 (3 segments), 60 (2 segments);
The troop's members throw a volley of javelins. Each creature in a 10-foot burst within 30 feet of the troop takes (2d6+10)[piercing|options:area-damage] damage (DC 27 reflex save). When the troop is reduced to 2 segments, this area decreases to a 5-foot burst.
1 to 3
Frequency once per round
Effect The skeletons engage in a coordinated longspear attack against each enemy within 10-foot area (DC 27 reflex save). The damage depends on the number of actions.
1 2d8 piercing damage
2 (3d8+7)[piercing|options:area-damage] damage
3 (4d8+7)[piercing|options:area-damage] damage
Requirements The infantry is in a phalanx
Effect The skeletons lower their longspears and charge. The troop Strides in a straight line until they're adjacent to an enemy then use Lower Spears!, dealing (3d8+7)[piercing] damage. Any creature that fails its save is also knocked Prone.
This troop of skeletons was once a cohort of highly disciplined spear-and-shield infantry from an ancient empire.
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.