Skeleton, Greater
 
 
                                                LIGHTNING                       POWER                             TURNED                            ROGUE

CLIMATE/TERRAIN                Any                                    Any                                   Any                                   Any
FREQUENCY                            Very Rare                          Very Rare                         Very Rare                         Very Rare
ORGANIZATION                      Group Band                       Group Band                      Group Band                       Group Band
ACTIVITY CYCLE                    Any                                    Any                                   Any                                   Any
DIET                                        Nil                                      Nil                                    Nil                                     Nil
INTELLIGENCE                       Highly ( 14 )                       Average ( 8 )                     Very ( 12 )                         Average ( 10 )
TREASURE                              Nil                                      Nil                                    Nil                                     Nil
ALIGNMENT                            Neutral                              Neutral                            Neutral                             Neutral
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NO.APPEARING                       1-2                                     1-6                                   1-4                                    1-6
ARMOR CLASS                        6                                       2                                       5                                       4
MOVEMENT                             12                                     12                                     12                                     15
HIT DICE                                 5                                       8                                       6                                        6
THAC0                                     17                                     12                                     15                                     16 ( 12 )
NO. OF ATTACKS                    1 or special                      1                                       1                                       1
DAMAGE/ATTACK                  See Below                        1-10 + 1d10 & ekstra       2d8 + 1                              2-8 ( *3 ) +2
SPECIAL ATTACKS                 See Below                        See Below                        See Below                         Backstabbing
SPECIAL DEFENSE                  See Below                        Nil                                    See Below                         Nil
MAGIC RESISTANCE              5 %                                   Nil                                    Nil                                     Nil
SIZE                                        M ( 6'tall )                          M ( 6'tall )                         M ( 6'tall )                         M ( 6'tall )
MORALE                                  Special                             Special                             Special                             Special
XP VALUE                               1200 XP                             800 XP + 10 per 'plus'      800 XP                              600 XP

Greater Skeletons are exactly what they appear to be, more powerful and more terrifying than their smaller cousins. The Greater Skeletons have ivory-white bones, that are completely clean and haven't got one single damaged bone in their corps, they look exactly as if they just died two days ago, and became a skeleton immediatly. In all other features they look just like a regular skeleton, apart from the fact that they are both intelligent and very dangerous, and they behave that way.

COMBAT

Lighting Skeleton:
These remains of former wizards are highly intelligent, and they use this benefit to gain advance in combat with more or less intelligent opponents. The Lightning Skeletons main weapon is its fingertips, which it can fire like Magic Missile ( 1st Level Wizard Spell ), each missile strikes for 1d4+1 in damage, and they will always hit, unless the target is specially protected against Magic Missile. This deadly weapon has another effect, because each target which is hit, must save versus Paralyzation or stand helpless for 3d6 rounds. For each missile besides the first which hits the victim, the target gets a -1 to its saving throw, up to -4. When all missiles are launched, it will take the skeleton 24 hours to regenerate its fingertips.
The Lightning Skeleton is not a less dangerous enemy in melee, every time it strikes an opponent, it inflicts damage according to a Shocking Grasp which shocks for 1d8+5 in damage. This Skeleton posses an immunity to Magic Missile and always gets half damage if struck by spells based on electricity e.g a Lightning Bolt.

Power Skeleton:
The Power Skeleton is a mighty battle-machine. It was a warrior of at least 10th-level in its former life, and is therefore the Greater Skeleton which is the one most skilled in combat. The Power Skeleton is always dressed in armor, which gives it an Armor Class of 2. It strikes with a rusty sword or just its armored hand for 1d10 in damage, but every Power Skeleton starts with 1d10 plussses ekstra, so it is possible for it to strike with 1d10+10 in damage. But this is not the reason why many adventureres fear this killing machine, because every time the skeleton hits an enemy, it gains one ekstra plus to its damage, so it is possible for it to raise unlimited in plusses!

Turned Skeleton:
The most feared skeleton among priests is without doubt the Turned Skeleton. With its immunity to Turning Attempts, it can cause an adventuring party great trouble.
Perhaps this power could be dealt with if not for the fact that it also got the ability to reverse every turning attempted at it, making the friends if the priest trying to turn it, running away in fear or perhaps even be disintegrated if they are low-level characters. The reverse turning power works this way: When the priest rolls his Turn Undead roll on the Turning Undead table, the turning rebounces on the skeleton, hitting the party instead, and everybody, except the priest, who has less hit dices than the number of hit dice the priest has turned with his roll, are now bound to fear the skeleton as if it was the skeleton who has turned them ! This means that they cannot attack it as long as the encounter lasts. This immunity to turning attempts are effective in a 5' radius around the skeleton, thereby also protecting other undeads nearby. In a melee the Turned Skeleton strikes with a crushing blow, which inflicts damage equal to a Cause Serious Wounds, that means 2d8+1.

Rogue Skeleton:
This skeleton is the remains of a thief at at least 10th level, and that makes the Rogue Skeleton a highly feared assassain. The most feared ability posessed by the Rogue Skeleton, is its ability to move in complete silence, as if a Silence spell was cast on it. It always try to use this ability to achieve a position in which it will be able to backstab its victims, striking with +2 for attacks from the back, and causes triple damage if it hits.
When attacking the skeleton gives a -6 to opponents surprise rolls. The Rogue Skeleton can Climb Walls with a 60 % chance, using its bony fingertips. Because of these abilities, the Rogue Skeleton are most often created for secret missions, normally assasinations.

All Greater Skeletons are immune to the same things as normal skeletons, and take only half damage from slashing and piercing weapons. They are all turned as spectres, except the Turned Skeleton which is impossible to turn.
Even they have got intelligence, they never check morale, and are 100% loyal to their creator.

HABITAT/SOCIETY
As normal skeletons, the Greater Skeletons have no social life or interesting habits, but the process in which to create a Greater Skeleton is much more difficult, so they are indeed very rare.

ECOLOGY
It takes a very rare process to create one of the four types of Greater Skeletons, and the united team of an evil priest and a dark wizard are needed to create one. Off course all Skeletons must have an Animate Dead placed on them. but thereafter each one needs a special treatment.

Lighting Skeleton:
Becides the Animate Dead, the Priest must cast a Regeneration spell, followed by a Protection From Lightning. Thereafter the Wizard must cast a Magic Missile and immediatly after he must cast a Permanency spell. In the end, either the Priest or the Wizard must cast a 'Hold' spell ( Hold Person/Monster etc. ). This should create a Lightning Skeleton.

Power Skeleton:
This skeleton requires the Priest to cast a Chant to follow up the Animate Dead spell plus a Magical Vestment. Then the Wizard must cast a Vampiric Touch.

Turned Skeleton:
This Greater Skeleton needs off course a Cause Serious Wounds, but then it also needs an Imbue With Spell Ability to keep it. After that, the Wizard has to cast a Revenance on the skeleton plus a Fear spell.

Rogue Skeleton:
A Priest must cast a Quest spell on the skeleton to make it work ( for each different it must finish, a new Quest spell is needed, but then it will continue until it has completed its quested mission ). A Silence 15' Radius must thereafter be centered on the skeleton.

The Wizards part of the job, is to cast a Haste plus a Spider Climb.
Each of the skeletons must in the end be completely immersed in unholy water in order to keep their new abilities, only when that's done, the Greater Skeleton is ready. Dust from bones of Greater Skeleton each contain magical properties which are usefull in creating many different potions and magical items.

VARIANTS
It is rumored the the Realms contain some skeletons, which should be more powerful than the Greater Skeletons. To many adventureres relief, this is still only a rumour.
 

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