Skeleton, Large (Ettin) (CR 5)
Alignment: Always neutral evil
Initiative: +4 (Improved Initiative); Senses: darkvision 60 ft.
AC: 11 (-1 size, +2 natural), touch 9, flat-footed 11
Hit Dice: 10d12 (65 hp); DR: 5/bludgeoning
Fort +3, Ref +3, Will +7
Speed: 40 ft.
Space: 10 ft./10 ft.
Base Attack +5; Grapple +15
Attack: Claw +10 melee or morningstar +10 melee or javelin +4 ranged
Full Attack: 2 claws +10 melee or 2 morning stars +10 melee or 2 javelins +4 ranged
Damage: Claw 1d6+6, morningstar 2d6+6, javelin 1d8+6
Abilities: Str 23, Dex 10, Con -, Int -, Wis 10, Cha 1
Special Qualities: cold immunity, superior two-weapon fighting, 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.