Crystal Skeleton

Cunning skeletons of blue ice that hunt in telepathic packs and dive into the thickest crowd, exploding into razor shards that then flash to scalding steam.

Setting: Dragon Magazine · Sources: DragonMagazinAnnual1997

Appearance

A crystal skeleton is a human or demihuman skeleton turned to pale blue ice by a chain of spells. Their making is poorly understood, but sages agree it involves animate dead, a special delayed shatter and protective magic, and some argue the recipe also calls for control temperature 10' radius plus create water, suggesting priestly prayers as well as wizardry.

Delayed shatter is a 3rd-level version of shatter with a casting time of 3. It affects a single object only and lasts until that object is destroyed; otherwise it matches shatter. Because magical items are beyond its reach, it has to be the first spell in the sequence.

Combat

They carry no weapons and attack twice a round with dagger-sharp fingers. Like other skeletons they take half damage from edged and piercing weapons and full damage from blunt ones, ignore sleep, charm, hold, fear and all other mind-affecting spells, are immune to cold, and suffer 2-8 points per vial of holy water.

Their weak hit points and poor THAC0 make them easy to destroy, but that is the point. Each one aims straight for the thickest knot of enemies, and when destroyed it bursts in a 10-foot radius of ice shards for 3d4+2 points, halved by a save vs. paralyzation. Spells or psionics that shatter nonliving matter make the blast twice as strong: 20-foot radius and 6d4+2 damage. A round later the shards turn to steam, and any still lodged in flesh deal 1-3 more points to those who saved or 1-6 to those who failed.

Organized and sly, they know their bursting bodies are their best weapon and wait for the moment that will catch the most foes, then charge with gleeful frenzy. Priests turn them as 2-HD creatures, and they always fight to destruction without checking morale.

Habitat and Society

Unlike ordinary skeletons, they are semi-intelligent and will doggedly track victims, planning routes and ambushes. They understand their creator's language and the one they spoke in life, answer their maker with nods and head shakes, and share a telepathic link with others of their kind. They have never been recorded talking to anyone else, though it may be possible.

Found only in cold lands of snow and ice, they serve their evil makers but keep a mind of their own, prowling their territory in restless fury rather than waiting still in a tomb. Sages think they are good souls caught in an evil web of magic, which would explain their suicidal charges, since destruction finally lets those souls rest.

Ecology

As unnatural undead creations, they have no place in the natural world.

More: Monsters starting with C · Dragon Magazine monsters · All monsters A-Z
Related: Archer Skeleton · Blood Skeleton · Giant Skeleton · Insectoid Skeleton · Skeleton · Variant Skeleton · Warrior Skeleton

Statistics

Climate/TerrainAny arctic or subarctic region
FrequencyVery rare
OrganizationBand
Activity CycleAny
DietNone
IntelligenceSemi- (2-4)
TreasureNil
AlignmentChaotic evil
No. Appearing1-8
Armor Class8
Movement12
Hit Dice1
THAC018
No. of Attacks2
Damage/Attack1-4
Special AttacksSee below
Special DefensesSee below
Magic ResistanceNil
SizeM (5-7')
MoraleSpecial
XP Value175