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Jun 28

New Skeletons

For you’re bemusement and amusement here’s some Skeletal Archer’s I found in the official forums. Excellent job I think by ZakArntson. Makes me want to take some time out to just sit and design monsters.

Anyway these are obviously Artillery as they call them in 4th Edition and also obviously undead. These have some rather interesting powers that might make them a real pain in the ass for a party so some playtesting might be in order before you unleash them in full blown onslaught against your players.

Skeleton Archer Tactics

Like most artillery, skeleton archers like difficult to reach positions with a wide view of the battlefield. Because of their return volley ability, clustering archers is preferable, even if it makes them vulnerable to area effects.

Sample Encounter:

Level 2 Encounter (625 XP)

  • 4 decrepit skeletons 100 XP
  • 1 skeleton 150 XP
  • 3 skeleton archers 375 XP
Skeleton Archer
Level 2 Artillery
Medium natural animate (undead)
XP 125
Initiative +4; Senses +2; darkvision
HP 31; Bloodied 15
AC 14; Fortitude 14, Reflex 15, Will 14
Immune disease, poison
Resist 10 necrotic; Vulnerable 5 radiant
Speed 6
Longbow (standard; at-will) Weapon
+9 vs. AC; 1d6 + 3 damage; 20/40 range, see return volley.
Unflinching Shot (standard; at-will) Weapon
+9 vs. AC; 1d10 + 3 damage; 20/40 range.
Return Volley (immediate reaction, after an enemy attempts a ranged attack; recharge 5 6) Weapon
If the skeleton has more than 0 hit points after the enemy’s attack, the skeleton and one ally within 2 squares may make a basic ranged attack against any non-adjacent enemy.
Determined to Shoot (immediate reaction, after being hit by any attack; at-will)
The skeleton may shift one square away from the attacker.
Alignment unaligned
Languages -
Str 13 (+2), Con 13 (+2), Dex 17 (+4), Int 3 (-3), Wis 13 (+2), Cha 3 (-3)
Equipment Chainmail, longbow, quiver with 20 arrows

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