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Tyrannosaurus SkeletonCreature 9


NEGargantuanMindlessSkeletonUndead
Source Pathfinder Bestiary 3
Perception +17 (darkvision)
Languages none
Skills Athletics +22
Str +7, Dex +0, Con +5, Int -5, Wis +2, Cha +0

AC 27; Fort +20; Reflex +13; Will +17;
HP 140 (negative healing)
Speed 40 feet
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Resistances Cold 10, Electricity 10, Fire 10, Piercing 10, Slashing 10

Jaws One Action +20 (+15, +10) to hit (deadly d12, reach 20) 2d12+9 Piercing
Foot One Action +20 (+15, +10) to hit (reach 15) 2d10+9 Bludgeoning

Darkvision

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.

Rib Skewer One Action

The tyrannosaurus skeleton bends down, attempting to skewer one adjacent creature on one of its massive ribs. The creature takes 2d10+9 piercing damage (DC 28 basic reflex save). If the creature fails its save and is Medium or smaller, it's also impaled and stuck to the rib. It moves with the skeleton and takes 2d6 Persistent Bleed Damage until it either Escapes or someone uses Force Open to break the rib (either is DC 28).

Trample Three Actions

Huge or smaller, foot, DC 28 basic reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


A massive dinosaur predator makes for a fearsome skeleton.


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.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Mindless

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.

Skeleton

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.