The Dragonlance Nexus

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Never Ending Skeleton

D&D 3e (3.0/3.5) Rules

by Ogre Bane

Medium-size Undead
Hit Dice: 10d12 (65 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 25 (+1 Dodge, +4 Dex, +10 natural)
Attacks: 2 slam +10 melee
Damage: Slam 1d8+5 and Str drain
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Ability score loss
Special Qualities: Never Ending Unlife, Damage reduction 15/magic and bludgeoning, regeneration 10, immunity (cold), turn resistance +4
Saves: Fort +3, Ref +7, Will +8
Abilities: Str 20, Dex 18, Con 0, Int 10, Wis 13, Cha 15
Skills: Disguise +12, Hide +14, Intimidate +12, Sense Motive +9, Spot +11
Feats: Dodge, Improved Initiative, Power Attack
Environment: Any land, underground
Organization: Solitary, Pair, or Brood (2-5)
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement: 11-20 HD (Medium-size); 21-30 HD (Large)

This appears to be the animated skeletal remains of some humanoid. There is no clothing or armor on it at all. The bones of the undead appear to be very strong and durable. Its eyes glow with an evil red.

Never Ending Skeletons look just like normal human skeletons, with a full skeleton for a body and that is all. Some carry long swords with them, but most just attack with their fists.

Never ending skeletons wear no clothing or armor because their bones have been hardened in their un-life. Never Ending Skeletons can be found in ancient crypts and underground mines.


Never Ending skeletons fight viciously with punches that could knock out any tough fighter. They sometimes employ using weapons, such as long swords, but Never Ending Skeletons love to use their bare hands in combat. They use no strategy in combat, just attacking the nearest foe.

Ability score loss (Ex): Because of their unnatural cold in their undeath, Never Ending Skeletons drain 1d4 temporary Strength every time a slam attack hits an opponent. A Fortitude Save (DC 17) negates this effect. A person must save every time they are struck by the fists of the skeleton. This ability is not used if the skeleton is using a weapon. This save is Charisma based.

Undead are immune to mind influencing effects and to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects. They are ignore mind influencing effects. They are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. They are immune to anything that requires a Fortitude save (unless it also works on objects). Undead Spellcasters use their Charisma for Concentration checks. They are not at risk from death from massive damage, but when they are reduced to 0 hit points they are destroyed. Most undead have darkvision with a range of 60 feet. Undead can not be raised.

Never Ending Unlife (Su): Never Ending Skeletons were raised by a long forgotten spell that grants them almost eternal unlife. Every time the skeleton is reduced to 0 or lower hit points, the skeleton raised back on the following round of its demise. The only way to keep the skeleton down is with fire. This ability goes with their regeneration 10.

Immunity (cold) (Ex): Skeletons are immune to all cold attacks, whether magical or mundane.


Undead have no society and serve no purpose in the world. Never Ending skeletons are usually raised by an evil necromancer to guard a particular area.

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