The Undead

For 3.5e D&D


Tiny Undead
Hit Dice: 1d12 (6 hp)
Initiative: -2
Speed: 10 ft. (2 squares)
Armor Class: 12 (+2 Size, -2 Dex, +2 Natural) touch 10, flat-footed 12
Base Attack/Grapple: +0/-10
Attack: Bite +0 melee (1d2-2)
Full Attack: Bite +0 melee (1d2-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Gaze
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +0, Ref -2, Will +3
Abilities: Str 6, Dex 7, Con -, Int 6, Wis 13, Cha 9
Skills: Spot +7, Listen +7, Hide +6
Feats: Alertness
Environment: Any
Organization: Any
Challenge Rating: 1/3
Treasure: Standard
Alignment: Always neutral evil
Advancement: 2-5 (Tiny); 6-10 HD (Small)
Level Adjustment: -

A Wardskull is the animated skull of a skeleton, set as a guard. It retains a glimmer of intelligence and can communicate with its creator. Wardskulls are created by the Animate Wardskull spell.


A Wardskull can hop slowly around by opening and closing its jaw. It can leap up to a foot by this means, to attack by biting.
Gaze: (Sp) A Wardskull can gaze at one target per round, with a range of 30 ft, its eyes glowing red as it does so. The target must save vs Will (DC 10) or be Frightened for 1d6 rounds. The save is Charisma-based.
Telepathy: (Sp) With a Standard Action, a Wardskull can alert its creator, if within range (Medium) and the creator succeeds in a caster level check vs DC 20. The creator can then see and hear through one Wardskull; this requires no actions from the skull. If the skull is destroyed while in such contact, the creator must make a Will Save (DC 15) or be Stunned for 1 round.


A Wardskull can be equipped with a helmet, giving an Armour bonus of up to +4. Each point of AC gives a -1 penalty to Spot, Listen and Hide rolls. Wearing 3 or more points of armour limits the Wardskull to single actions only.


The above example assumes a human-sized skull. Larger (non-human) skulls will have more HD. Skulls smaller than Tiny are too frail to hold the enchantment. A Wardskull's class skills are Spot, Listen and Hide.


Skeleton Wards are normal animated skeletons enchanted as Wardskulls. They have the physical abilities of and fight as normal Skeletons, but have the mental attributes, special abilities, intelligence and skills of Wardskulls. Saving throws are as the base Skeleton adjusted for abilities. Feats are Alertness and Improved Initiative.

House Rules New Spells Level 0 Domain Spells Armour and Weapons New Feats Fumbles Monsters
Aaargh home Last Revised 21/12/06