Bloody Bones (skeleton variant) (CR 1)
Alignment: Neutral Evil
Initiative: +5 (+1 Dex, +4 improved Initiative)
AC: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Hit Dice: 3d12 (22 hp)
Fort +0, Ref +1, Will +2
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -4
Attack: 2 Claws +2 melee
Full Attack: 2 Claws +2 melee
Damage: Claw 1d6+2
Special Attacks/Actions: Fear
Abilities: Str 15, Dex 14, Con -, Int 6, Wis 10, Cha 8
Special Qualities: Undead, Immunities
Feats: Improved Initiative
Skills: Hide +8
Advancement: 4 HD (Medium)
Climate/Terrain: Any land and underground
Organization: Solitary, Any
Fear (Sp): At the sight of a bloody bones, a character must make a fort save (DC 15) or else suffer the effects of a fear spell.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immunities: Bloody bones have cold immunity. Because they lack flesh or internal organs, they only take half damage from slashing or piercing weapons.
Bloody bones are the undead, animated corpses of evil criminals cursed to continue their horrid trade long after they should have died.
They look like bloody skeletons with a few shreds of flesh hanging on the bones. Their bodies drip with blood and they lair in hidden caves or other dark places, venturing forth only to kill and rob victims.
According to folklore, bloody bones reside in dark, shadowy places such as in deep cupboards, inside closets, or under the stairs, with blood running down its face, seated on a pile of bones that once belonged to children who told lies or said bad words.
Monster converted from first edition version presented in the October 1988 issue of Dragon Magazine in the article "The Ungrateful Dead" by Tom Moldvay.