Skeleton, Huge (Cloud Giant) (CR 2)
Alignment: Always neutral
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: darkvision 60 ft.
AC: 13 (-2 size, +2 Dex, +3 natural), touch 10, flat-footed 11
Hit Dice: 17d12 (110 hp); DR: 5/bludgeoning
Fort +5, Ref +7, Will +10
Speed: 50 ft.
Space: 15 ft./15 ft.
Base Attack +8; Grapple +28
Attack: Claw +18 melee or weapon +18 melee
Full Attack: 2 claws +18 melee or weapon +18 melee or rock +8 ranged
Damage: Claw 4d8+18, rock 1d8+12, gargantuan Morningstar 4d6+18
Abilities: Str 35, Dex 15, Con -, Int -, Wis 10, Cha 1
Special Qualities: oversize weapon, cold immunity, Undead
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
A skeleton does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this limitation, its instructions must always be simple, such as "Kill anyone who enters this chamber."
A skeleton attacks until it is destroyed, for that is what it was created to do. The threat posed by a skeleton depends primarily on its size.