The Aethervale

Command Palette

Search for a command to run...

Admin
monster

Skeleton Crews

Skeleton Crews

Skeleton Crew Member

  • Size: Medium
  • Type: Undead
  • Alignment: Lawful Evil
  • Armor Class: 15
  • Hit Points: 45
  • Speed: 35 ft.
  • Damage Resistances: "Necrotic, Poison"
  • Damage Vulnerabilities: Lightning
  • Condition Immunities: Poisoned
  • Senses: "Darkvision 60 ft., Passive Perception 10"
  • Languages: "understands Common but can't speak"
  • Challenge: "3"

Traits

  • Aether-Cell Speed: The skeleton can take the Dash or Disengage action as a bonus action on each of its turns.
  • Partial Construct: The skeleton has advantage on saving throws against being turned.

Actions

  • Rusted Cutlass: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
  • Aether-Musket: Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 12 (2d8 + 3) necrotic damage.

Abilities

  • STR: 14
  • DEX: 16
  • CON: 16
  • INT: 10
  • WIS: 14
  • CHA: 8

Skeleton Crews (Abyssal Fleet)

Type: Undead (Construct-Hybrid) Threat Level: Varies (Usually encounter in groups)

The Skeleton Crews of the Abyssal Fleet are not merely reanimated bones. They are a twisted fusion of necromancy and ancient, "Sunken Empire" Aether-tech. Each skeleton is reinforced with rusted iron plates and has small, glowing Aether-cells embedded in its joints, granting them unnatural speed and strength. Their eyes glow with a cold, green light that reflects their absolute loyalty to Kel'Thuz the Whispering Lich. They are the primary shock troops for the Fleet's raids on the coastal settlements.

These undead sailors are highly organized and possess a rudimentary, collective intelligence that allows them to operate complex ships and perform advanced naval maneuvers. They fight with a mix of rusted cutlasses and experimental "Aether-Muskets" that fire bolts of necrotic energy. Because they are partially mechanical, they are less susceptible to traditional "Turn Undead" effects but can be disrupted by high-intensity electrical attacks or powerful anti-magic fields. They are the embodiment of the Lich's reach and his desire to consume the world from the deep.

Tactics

[Insert Tactics]

Ecology

[Insert Ecology]

Plot Hooks

  • The Boarding Action: The party's ship is attacked by an Abyssal Fleet vessel. They must repel a boarding party of Skeleton Crews while trying to disable the enemy ship's Aether-cannons.
  • The Sunken Sailor: The party finds a single, deactivated skeleton on a beach. When they restore its Aether-cell, it begins to provide a rhythmic, coded message in an ancient language.
  • The Grave-Ship: The party must infiltrate a beached Abyssal Fleet ship to retrieve a stolen artifact. They must navigate a maze of corridors filled with deactivated (but potentially waking) Skeleton Crews.