Skeleton Fairy Skeleton (5e Creature)

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Skeleton Fairy Skeleton[edit]

Small or Medium undead, unaligned


Armor Class 14 or 8
Hit Points variable (variable)
Speed 30 ft, 25 ft, or 0 ft.


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 14 (+2) 8 (-1) 6 (-2) 10 (+0)

Damage Vulnerabilities bludgeoning
Damage Resistances piercing
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 10 ft, normal vision 10 ft, passive Perception 0
Languages understands elvish but can not speak.
Challenge variable ( XP)


ACTIONS

Short Sword. Melee Weapon Attack: +variable to hit, reach 5 ft., one target. Hit: X (1d8 + variable) slashing damage.


Skeleton fairy skeletons are the natural home of skeleton fairies. The fairies animate them, maintain them, and control them.

  • The skeleton uses up one of the fairy's attunement slots.
  • The skeleton can wear magic armor, carry magic weapons or use magic items, but any attunement slots for those items use up fairy attunement slots.
  • The skeleton is immune to poison, but the fairy inside can be poisoned.
Animation and Reanimation
  • A skeleton fairy skeleton is a skeleton animated by a skeleton fairy.
  • If it is killed (damaged to zero hit points) or it falls apart, the skeleton fairy may reanimate it.
  • It permanently loses 5 hit points each time it is killed.
  • If the skeleton is killed three times, its bones are too fractured to reanimate and the skeleton fairy must find a new skeleton.
Types of Skeletons
  • small or medium humanoid - Humanoid skeletons move at the speed they had in life.
  • skeleton of an animal - Animal skeletons must be medium or small. They move at 5ft. less than the walking speed they had in life. They do not fly, swim or burrow.
  • skeleton of a monster - Monster skeletons must be medium or small. They move at 10ft. less than the walking speed they had in life. They do not fly, swim or burrow.


Trait As long as the skeleton fairy is inside the skeleton's rib cage If the skeleton fairy is outside the skeleton's rib cage
Armor Class 14 8
Hit Points a number of d6+2 or d8+2 hit dice equal to the level of the skeleton fairy. 3d6 + 2 if small or 3d8 + 2 if medium (18 or 21 hit points).
Speed 30 ft if medium size, 25 ft if small. the skeleton simply stands still.
Resistance The skeleton resists piercing, but if one die hits and the other die misses, the fairy gets hit. The skeleton is resistant to piercing so both attack dice need to hit for any effect.
Senses the skeleton can see as far as the controlling fairy inside can see with the same visual features. the skeleton can only see 10 ft.
Controller the skeleton fairy controls it. The skeleton may not be turned. the skeleton may be turned by a cleric as per turning undead.
Initiative the skeleton has the same initiative as the fairy inside. this usually does not matter, but the skeleton goes last in initiative.
Actions the fairy controls it using bonus actions. If not, treat the skeleton like the fairy is outside. the only action or movement an empty skeleton can take is standing up.
Short Sword the skeleton fights with the fairy's proficiency, and adds the fairy's proficiency bonus to damage. the skeleton does not attack, dodge, or defend itself.
Cover the skeleton provides the fairy partial cover vs piercing, and full cover vs bludgeoning missiles. the skeleton provides cover only if the fairy is hiding behind it (hide action).
Entry/Exit the fairy may leave the skeleton rib cage using half their movement. the fairy may enter the skeleton rib cage using half their movement.
Disassembly if the fairy inside starts making death saves the skeleton falls apart. if the fairy travels more than 60 ft from the skeleton, the skeleton falls apart.
Appearance the skeleton glows faintly green, blue or yellow with fairie dust. the skeleton does not glow with fairie dust.

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