Encounters: Cormyrean Marshes - The Marsh of Tun
Skeleton, Orc* (CR 1/2)
Alignment: Always neutral evil
Initiative: +5 (+1 Dex, +4 Improved Initiative)
AC: 16 (+1 Dex, +2 natural, +3 studded leather), touch 11, flat-footed 15
Hit Dice: 1d12 (6 hp)
Fort +0, Ref +1, Will +2
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -5
Attack: Scimitar +2 melee
Full Attack: Scimitar +2 melee
Damage: Scimitar 1d6+2
Climate/Terrain: Any land and underground
Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
A skeleton does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this limitation, its instructions must always be simple, such as "Kill anyone who enters this chamber."
A skeleton attacks until it is destroyed, for that is what it was created to do. The threat posed by a skeleton depends primarily on its size.