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Skeletal PathfinderCreature 1

Source Pathfinder Society Scenario #4-02: Return to the Grave
Perception +5 (darkvision)
Languages Necril
Skills Acrobatics +5, Athletics +7, Stealth +5
Str +2, Dex +2, Con +3, Int -5, Wis +0, Cha +0

AC 17; Fort +6; Reflex +7; Will +5;
HP 16 (negative healing)
Speed 25 feet
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Resistances Cold 5, Electricity 5, Fire 5, Piercing 5, Slashing 5

Glaive One Action +9 (+4, -1) to hit (deadly d8, forceful, reach 10) 1d8+2 Slashing
Claw One Action +9 (+5, +1) to hit (agile, finesse) 1d4+2 Slashing
Longbow One Action +9 (+4, -1) to hit (deadly d10, range increment 100, volley 30) 1d8 Piercing


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.

Set Defense One Action

The skeletal pathfinder sets its glaive (or other reach weapon) to defend the area around it. It gains the Attack of Opportunity reaction for that weapon only. This lasts until the skeleton takes an action with the move or attack trait or is destroyed.

These soldiers continue to follow orders in death, still wielding the armaments they spent a lifetime learning how to use. While frequently made from the bones of humans or dwarves, other types of humanoids are quite common, such as bugbears, hobgoblins, and orcs. Often, these soldiers wield the weapons most common among their people instead of those listed here.

Among the ranks of the dead, none are so numerous, nor so varied, as the skeleton. While most are almost entirely made from bone, some maintain a few scraps of flesh to aid them in movement, such as wing membranes.



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.