Free interactive D&D 5e SRD stat block

Skeleton

Medium Undead, CR 1/4, AC 14, 13 HP. Lawful Evil.

Medium Undead, Lawful Evil

AC
14
Initiative
+3 (13)
HP
13 (2d8+4)
Speed
30 ft.
ScoreModSave
STR 10 +0 +0
DEX 16 +3 +3
CON 15 +2 +2
INT 6 -2 -2
WIS 8 -1 -1
CHA 5 -3 -3
Immunities
Poison, Exhaustion, Poisoned
Vulnerabilities
Bludgeoning
Senses
Darkvision 60 ft.; Passive Perception 9
Languages
Understands Common plus one other language but can't speak
CR
1/4 (XP 50; PB +2)
Gear
Shortbow, Shortsword

Actions

Shortsword. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6+3) Piercing damage.

Shortbow. Ranged Attack Roll: +5, range 80/320 ft. Hit: 6 (1d6+3) Piercing damage.

How to run Skeleton

A skeleton is the cheapest way to teach a level-1 party that AC 14 still matters. CR 1/4, 13 HP, +5 to-hit with both shortsword and shortbow for 6 average damage, and a Dex of 16 that wins most initiative rolls. Run them in groups of four to eight; one skeleton is a warmup, four is a real fight, and eight is a wall of bone with a longbow line behind it.

Open at range. Skeletons are ambush units in their own crypts. Bowmen on a balcony, in a stairwell, or behind sarcophagus lids open with shortbow shots from 80 ft. while a melee rank waits in the doorway. The +5 to-hit is real against AC 13 and 14 targets, and 6 piercing per arrow stacks fast across a four-skeleton volley. When the party closes, the front rank steps up with shortswords and the bowmen drop their bows for melee. They do not flee or surrender. They just keep cutting until something puts them down.

Damage type is the puzzle. Bludgeoning is a Vulnerability, so the cleric's mace, the warhammer fighter, and a bag of caltrops dropped from above all deal double dice. Poison is immune, Exhaustion and Poisoned conditions land for nothing. Spells like Sleep, Charm Person, Cause Fear, and Hold Person are immune-by-creature-type or save-immune in practice, since most fear-and-charm spells require a Humanoid target. Lean the encounter on damage and on the cleric's Turn Undead if the party has one.

These are puppets, not soldiers. They obey a standing order from the necromancer who raised them and they do not adapt mid-fight. If the party flanks the bowmen, the bowmen still aim at whatever target the order specified. That predictability is the gift to a clever party. Reward it.

Have the skeletons act in unison. All four loose arrows on the same count, all four step forward on the same beat. When the party first hears the rattle of bone moving in lockstep, that is the encounter.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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