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Ash Skeleton (3-4)Creature 3

Source Pathfinder Society Scenario #2-05: Balancing the Scales
Perception +7 (darkvision)
Languages none
Skills Athletics +10, Deception +8, Stealth +8
Str +5, Dex +1, Con +3, Int -5, Wis +0, Cha +1

AC 18; Fort +10; Reflex +8; Will +5;
HP 30 (negative healing)
Speed 25 feet
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Resistances Cold 5, Electricity 5, Fire 5, Piercing 5, Slashing 5

Jaws One Action +12 (+7, +2) to hit (reach 10) 2d6+5 Piercing
Claw One Action +12 (+8, +4) to hit (agile, reach 10) 1d8+5 Slashing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Crumble Reaction

Trigger The ash skeleton is critically hit

Effect The ash skeleton crumbles to ash, and the attack deals only normal damage

Ash Form One Action (transmutation)

The ash skeleton crumbles to ash or reforms in a standing position. While ash, the ash skeleton is Immobile, Flat-Footed, and has an automatic result of 28 on Deception checks and DCs to pass as an inanimate pile of ash or layer of soot.

The ash skeleton can remain in this ash form indefinitely.

Rend One Action


A Rend entry lists a Strike the monster has.

Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.

Effect The monster automatically deals that Strike's damage again to the enemy.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.


This undead is made by animating a dead creature's skeleton with negative energy. An ability with this trait can be used or selected only by skeletons.