Skeleton, Fire Giant* (CR 7)
AC: 17 (-1 size, +3 natural, +5 breastplate), touch 9, flat-footed 17
Hit Dice: 15d12 (97 hp)
Fort +5, Ref +5, Will +9
Speed: 40 ft. (30 ft. in chainmail)
Space: 5 ft./5 ft.
Base Attack +7; Grapple +7
Attack: Huge greatsword +16/+11 melee
Full Attack: Huge greatsword +16/+11 melee
Damage: Huge greatsword 2d8+15
Special Attacks/Actions: -
Abilities: Str 31, Dex 11, Con -, Int -, Wis 10, Cha 1
Special Qualities: Undead, skeleton immunities
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.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.