CREATURE 11
Perception +17; darkvision
Skills Athletics +18
Str +5 Dex +3 Con +4 Int -5 Wis +2 Cha +0
AC 31; Fort +21, Ref +18, Will +19
HP 180; Weaknesses area damage 15, splash damage 8; Resistances cold 5, electricity 5, fire 5, piercing 10, slashing 10
Troop Defenses (page 306)
Speed 25 feet; troop movement
Lower Spears! to Frequency once per round; Effect The skeletons engage in a coordinated longspear attack against each enemy within 10 feet (DC 27 basic Reflex save). The damage depends on the number of actions. 2d8 piercing damage 3d8+8 piercing damage 4d8+8 piercing damage.
Hurl Javelins! The troop's members throw a volley of javelins. Each creature in a 10-foot burst within 30 feet of the troop takes 2d6+10 piercing damage (DC 26 basic Reflex save). When the troop is reduced to 8 or fewer squares, this area decreases to a 5-foot burst.
Phalanx Charge Requirements The infantry is in a phalanx; Effect The skeletons lower their longspears and charge. The troop Strides in a straight line until they're adjacent to an enemy then use Lower Spears!, dealing 3d8+8 piercing damage. Any creature that fails its save is also knocked prone.
Troop Movement Whenever the skeleton infantry Stride, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the infantry enter difficult terrain, the extra movement cost applies to all the guards.
Bestiary 3, page 237. Expanded in LOIL.
Open Skeleton Infantry in the interactive creatures list or browse all creatures starting with S.