TEXT: Gregorius21778:
  Almanac of
  Animated Skeletons
  Version 1.4; by Kai Pütz
  (c) 2017
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2017
  My blog:
  www.gregorius21778.wordpress.com
  My other titles:
  at drivethrurpg.com
  Artwork:
  Cover- and page background artwork copyright Figudesign;
  used with permission.
  Skulls (p.4, p.5, p.8) copyright by Henriette Boldt, used with permission.
  Skeletons (p.3, p6) by "Publisher´s Choice Quality Stock Art (c) Rick Hershey 
  / Fat Goblin Games; used with permission.
  Pentagram (p.6) taken from Occult Diagrams Stock Art #1, 
  copyright ©2009,  James Thomson.  Used with permission. All rights reserved.
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   is copyright 2007-2011, Daniel Proctor. Labyrinth Lord(TM) and Advanced Labyrinth 
  Lord(TM) are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth Lord(TM) Trademark License
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  features 20 variants of the most common, tried-and-true undead
  creature type since the rise of the dungeon adventure itself: the animated skeleton.
  “Them old bones” have seen the front lines of combat encounters so often that they hold no more horror or
  surprise for the players than a group of bandits that jumps out of the brushwood. Those 20 in here have a
  little more spice to them, without taking them out of the low-HD range of monsters.  Also included is a small
  list of rules for those Referees who wish to make this unusual undead available for spellcasting characters. 
  ������
  
  "Standard" Skeleton
  Move:
  120´(40´)
  Hit Dice:
  1
  Armor Class:
  7
  Attacks:
  1
  Damage:
  1d4 or as weapon
  Moral:
  12
  XP:
  13
  Skeletons are unaffected by Charm or Sleep spells.
  Light weapons and rapiers suffer a -2 attack penalty
  against them, as it is more difficult to apply the
  necessary force to shatter bones with them. If clubs,
  cudgles etc. are an exception to this rule is up to the
  Referee.  Minor  weapons,  bows,  bolts,  throwing
  knives etc. cannot harm a skeleton at all. 
  01# Charred Skeleton
  The  bones  of  this  skeleton  are  blackened  and
  charred, and the air around it glimmers with the heat
  it radiates. Those undead are created with an infernal
  ritual that includes human sacrifices who are burned
  alive and turned into skeletons in the process.  Those
  hellish  undead  are  more  powerful  (2  HD),  move
  quicker (150´ / 50´) and their bones radiate the heat
  of  the  fires  that  consumed  their  flesh.  Every
  character that fights more than 3 rounds against a
  Charred Skeleton must pass a  Save vs. Death or will
  become exhausted (and thereby suffers a -1 penalty
  to all damage rolls till a turn of rest has been taken).
   XP: 25
  02# Drybone
  These restless undead may occur “naturally” in hot
  and dry areas that are haunted or a focal point of
  magic energies. Their bleached bones are the remains
  of unfortunate travelers who died of thirst under a
  merciless sun. Those who even come close to one of
  this cursed skeletons will feel how their mouths and
  throats run dry. At the end of the encounter, each
  living  character  must  Save  vs.  Spells. Those  who
  succeed  will  merely  feel  dehydrated  and  need  to
  drink half a day´s ration worth of water to recover
  (or suffer a -2 penalty to all damage rolls till the next
  day´s  evening)  while  those  who  failed  will  be
  overwhelmed by thirst and need to drink two daily
  rations of water or will lose 2d4 hit points (1d4 for
  each ration) till the end of the day.
  A Drybone is a result of a curse, and may thereby be
  laid to rest with a Remove Curse spell. XP: 16
  03# Dustbone
  “Dustbones”  have  a  grayish  coloration,  and  those
  who pay close attention may note a fine amount of
  dust or powder coming off them with every move.
  Their  bones  are brittle and  break easily (half  hit
  points;  rounded  up),  but  once  their  bodies  come
  undone they release a choking cloud of bone dust.
  Everyone in the immediate vicinity of a destroyed
  Dustbone  Save vs. Death or will become stunned for
  one round.  XP: 15
  
  04# Werewolf Skeleton
  An animated skeleton that has been created from a
  slain  lycantroph  will  look  exactly  as  any  other
  similar undead… until it attacks. The magic of the
  ritual that raised it mingles with the lingering curse
  and turns the thing into a fearsome opponent. The
  sudden speed and ferocity (counts a 3 HD, 10 hit
  points; AC:16) may come as a  Surprise, as does the
  sudden elongation of the skull and the growth of
  claws in the moment of the attack (Claw / Claw /
  Bite, each for 1d6 points of damage). The bones still
  carry the curse of lycantrophy, and every character
  that suffered serious wounds (50%  hit point loss)
  must Save vs. Devices or will become infected (see LL
  p. 86).
  Silver weapons are not necessary to “kill” a werewolf
  skeleton (they are needed to kill a werewolf, and this
  feat has obviously been done already). XP: 30
  05# Greenrot Skeleton
  The bones of these undead have run partially green
  on the outside, and once they get cracked there is a
  foul, moldy tang in the air. Those who were part of a
  battle where 4+ of them were destroyed must Save vs.
  Poison or get infected with greenrot, a kind of fungus
  infection.  
  It will take 6 turns to spread over the lunges. An
  infected character  may cough up blood  after any
  strenuous activity (1d4 points of damage, none on a
  successful Save vs. Death). The infected character will
  need to see a physician or find another way to cure
  herself, otherwise the infection means death within
  2d6 days (CON modifier applies, minimum one day).
  XP: 16
  06# Dwarf Skeleton
  Special  rituals  exist  that  will  retain  the  dwarfs
  resilience  inside  the  reanimated  bones.  Those
  undead save as 2nd level dwarfs. XP: 15
  07# Lichbone
  The  bones  of  a  former  lich  may  be  raised  as  an
  undead anew by necromancers who know the secret
  rituals (and are able to get hold of the necessary
  bones). While the power of their touch is not as great
  as it was before, a Lichbone skeleton still drains a
  number of XP equal to the damage it does with its
  bare bone hands (1d6). To create a Lichbone, not all
  bones have to hail from a true lich: it is enough to
  have a few bones, one rather complete Lich skeleton
  is often enough to create a small group (1d6+2) of
  Lichbone skeletons. XP: 17
  08# Witchbone
  Skeletons usually do not retain any abilities of the
  person they were in live. Usually. Necromancers are
  able to do unusual things, and raising the dead is
  often not the last trick in their hide-bound books.
  Some know how to raise the bones of a witch or
  warlock  with  some  residue  of  their  spellcaster
  abilities. Those Witchbones are able to cast  Magic
  Missile (see p.115) once per day and have a saving
  throw  of  15  against  spells  and  spell-like  devices.
  Worst of all, if they are within a group that is the
  target of Turn Undead, all undead count as having
  passed  their  saving  throw  if  the  Witchbone  did.
  Fortunately, all of their spell-like powers end when
  their bones are destroyed or laid to rest. XP: 22
  09# Shadowbones
  Shadow Bones are the result of more powerful spells
  of the dark arts, as they do not only raise the dead
  but bind some powers of the planes of shadow and
  darkness into them. Their bones are thereby of a
  dark gray or outright black color. Shadowbones are
  more dangerous foes than regular skeletons (2 HD),
  and may use Stealth (3 out of 6) and Sneak Attack (2
  out of 6). Additionally, they are able to do a Shadow
  Charge once per day: this is a regular charge, but just
  before they meet their enemies, their form frays into
  shadow and they pass their foes ranks, just to turn
  and  materialize  behind  them.  Not  only  does  this
  allow them to attack the second row of a fighting
  formation, but it often comes as a  Surprise to those
  that are not aware of this ability. XP: 40
  
  10# Silverskulls
  A Silverskull is less of a special kind of skeleton but a
  special kind of magical equipment attached to one: it
  is a (often sculpted) silver helmet that covers both
  the front and the top of the skull, and is usually
  permanently affixed to a skeleton. It identifies as
  “evil” and as a magic item with but one purpose: to
  break through a Protection from Evil (with or without
  radius).  A  skeleton  with  a  Silverskull  may  try  to
  overpower such a magical barrier once per round,
  and up to two times. Each time, the caster must pass
  a Save vs Devices. If both saving throws are passed, the
  barrier holds and the Silverskull may never try to
  overcome the barriers of this character again. If a
  saving  throw  fails,  the  spell  is  negated  and  the
  barrier breaks. XP: 16
  11# Gemglare
  A  Gemglare  is  a  skeleton  with  enchanted  yellow
  gemstones resting in its eye sockets. Those they gaze
  upon must Save vs Paralyze or will lose their Agility
  Bonus for a turn and suffer a -3 to penalty to their
  Initiative. The gems are valuable (1d6 x50 gp per
  germ), and victorious adventurers often break them
  out of the sockets. Little do they know, for to carry
  those gems on person brings the same penalties as
  the glare does, but without the chance for a saving
  throw and for as long as they are carried. The only
  way to cleanse the gems is  Dispel Magic or  Remove
  Curse (once per pair). XP: 16
  12# Silent One
  Silent is the grave, and as grimly silent as the death
  itself are these undead. They are surrounded by an
  aura so somber that every living being that wants to
  raise its voice or whisper a word within 30´of a Silent
  One must Save vs. Devices or is unable to do so in their
  presence for the next 10 rounds.  Silent Ones are
  always powerful undead (2 HD). XP: 36
  13# Beyonder
  A Beyonder is surrounded by a ghostly hallow, half-
  heard icy whispers and a grave-like cold. Any other
  creature within 20´ that must pass a  Save vs. Death
  does so with a -2 penalty, and every magical healing
  within  the  same  20´  of  a  Beyonder  will  only
  regenerate half as many hit points as usual (round
  down). [2 HD]. XP: 40
  14# Cackler
  While most skeletons move in silence and are unable
  to make any other noise than the grinding of their
  bones  and  the  clanging  of  what  armor  they  may
  wear,  Cacklers  do  what  their  name  implies:  they
  giggle  and  cackle  madly,  a  feat  that  should  be
  impossible as they have no tongue nor lips nor vocal
  cords. But they do: they start with it as soon as they
  see a living soul (unless their master ordered them
  not  to)  and  their  shrill  sounds  are  more  than
  unnerving. Any character that is exposed to their
  cackling  for  at  least  three  rounds  must  Save  vs.
  Devices or will suffer a -1 penalty to all attack rolls
  due to the unnerving distraction. After a total of 10
  rounds, the saving throw must be repeated and a
  failure either increases the penalty by another -1 or
  inflicts the initial penalty. If at least three Cacklers
  are within ear shot at once, the saving throw itself
  has a -1 penalty, and if there are seven or more, the
  penalty is -2. XP: 16
  15# Gnawed One
  A Gnawed One is a cursed soul that animates its dead
  remains and is rarely the result of witchcraft. They
  are the skeletal remains of evil people that were
  eaten alive, and their restless and vengeful souls wish
  for others to experience their suffering. They are
  able  to  summon  up  to  3  HD  of  wild  animals  or
  ferocious beasts from the surrounding, and a group
  of Gnawed Ones is able to pool this ability to summon
  larger beasts or great swarms of animals. Piles of
  bones in front of a monster´s lair may mean more
  trouble than an unlucky adventurer already guesses.
  A Gnawed One may be laid to rest with a Remove Curse
  spell. XP: 16
  16# Boneangel
  Boneangels are the ghastly creations of necromantic
  taxidermy.  First,   the  foul  wizards  prepares  an
  artificial set of wings from once-living raw material.
  Those are then attached to a skeleton with wax and
  sinew before it is raised. The Boneangel is graceless
  in flight and lags the skill for true aerial combat, but
  is never the less able to fly at low altitude (150´ / 50´)
  and does so without any need for rest. Boneangels
  thereby make for excellent guardians and patrols,
  and those who are armed with bows and arrows are
  nasty opponents for adventurers out in the open.
  XP: 21
  
  17# Deathbell
  Just like Beyonders, Deathbells are surrounded by a
  ghostly hallow and half-heard whispers, but where
  Beyonders  are  still  attached  to  the  other  side,
  Deathbells are about to cut the strings of life the very
  moment they are released from their existence. Each
  time one of these skeletons is destroyed, every living
  being within 20´of them will hear the dire call of a
  great bell that strikes once, and must Save vs Death. If
  two such saving throws are failed within the same
  turn, the victim will suffer 1d6 points of damage, and
  if three in a row were not passed it is 3d6 points of
  damage. This is due to a curse laid upon the skeleton
  after it had been risen, and may thereby be negated
  with a Remove Curse spell. XP: 16
  18# Boneknight
  Boneknights are not skeletons clad in full armor, nor
  do they ride on horses. Boneknights are skeletons
  who wear an “armor” made of the bones of two other
  skeletons. Skulls act as shoulder pieces, fore- and
  underarms  function  as  chest  plates  and  rips  add
  layers of protections at other places.  A Boneknight
  has 2 HD, AC:5 and +6 hit points, but blows that deal
  5+ damage to them will smash the bone armor (and
  thereby reduce its effectiveness from AC:5 to 6, and
  then from 6  to 7. Those who create Boneknights
  usually provide them with better armament (medium
  weapon, 1d8 damage).  XP: 35
  19# Runeskull
  A Runeskull is another insidious “enhancement” that
  a warlock may add to a skeleton. A magic rune is
  written with blood unto the skull, and later burns
  itself into it. The skull will explode with bale yellow-
  green  flames  upon  the  moment  of  the  skeleton´s
  destruction. Everybody in a 10´radius will suffer 2d4
  points of damage. Those who engaged the skeleton in
  melee will suffer the full damage, other characters
  may  Save  vs.  Breath  Weapons (half  damage  on  a
  success). If the skeleton is destroyed by Turn Undead
  the Runeskull does not trigger, and spells like Dispel
  Magic will negate the effect as well. XP: 18
  20# The Rising
  Woeful is the power of the necromancer to raise the
  dead,  but  even  more  woeful  are  creations  of
  necromancy that raise themselves again and again.
  The kind of skeletons that are called the Rising will
  do so 1d4 rounds after their destruction, unless it was
  by Turn Undead or if their skulls have been smashed
  (1 out of 6 chance for this to just have happened as
  they were destroyed). Destroying the skull while the
  skeleton is “down” takes just one round, but counts
  as an attack. No rolls to hit or to determine damage
  are needed as long as the weapon itself could crack or
  split a skull.  Foresightful necromancers put helmets
  onto at least some of there creations. XP: 16
  
  -= To Raise the Dreadful Dead =-
  Referees who wish to make the creation of the
  aforementioned
  undead
  available
  to
  player
  characters (or simply want some set of guidelines for
  their NPC) may use the following rules:
  Dustbone, Greenrot Skeleton, Dwarf Skeleton,
  Lichbone, Deathbell, Boneknight and Cackler are
  just special variants of the Animate Dead spell, and
  may learned by any spellcaster that knows the spell
  with 4d6 days of research (30 gp / day). This is also
  true for...
  Charred
  Skeleton,
  Witchbone,
  the
  Rising,
  Werewolf Skeleton and Gnawed One, but the
  research time is 6d6 days (30 gp / day).
  Shadowbone, Silent One and Beyonder follow the
  same basic rules, but are more akin to summonings
  in their own right and can only be made by a
  spellcaster of at least 6th level. The amount of
  research to learn the rituals is equal to 1d6+2 weeks
  (30 gp / day).
  Silverskull, Gemglare and Boneangel are magic
  items or (in the case of the Boneangel) procedures
  that any spellcaster that knows Animate Dead may
  make use of. Their creation takes 1 week of work and
  500 gp in materials per skeleton, with the exception
  of the Silverskull. This profane item is created by a
  ritual that needs to be learned first (5d6 days and 30
  gp/day), creating the item itself takes 1 weeks and
  500 gp.
  Runeskulls are the product of the new 2nd level
  spell Baleful Skull Rune: the caster may enchant a
  number of animated skeletons up to his or her level,
  the duration is permanent.
  Curses (as invoked with the Bestow Curse spell) may
  create some of these skeletons as well.
  The Curse of the Punishing Thirst will double a
  character´s need for water in hot climates, and those
  who die will become a Drybone in the end.
  The Curse of Gnawed Bones will change the random
  reaction of any non-herbivore creature that the
  cursed character encounters: Neutral/Uncertain and
  Unfriendly will both turn into Hostile, and when the
  cursed character drops to zero hit points (or less) in
  combat, he or she will be direly wounded and
  helpless. The creature will than begin to eat the
  character alive (unless interrupted), and the remains
  will turn into a Gnawed One.
  
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