Skeleton, Umber Hulk* (CR 4)
Alignment: Always neutral evil
Initiative: +6 (+2 Dex, +4 Improved Initiative)
AC: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Hit Dice: 8d12 (52 hp)
Fort +2, Ref +4, Will +6
Speed: 20 ft., burrow 20 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +4
Attack: 2 claws +9 melee
Full Attack: 2 claws +9 melee
Damage: Claw 2d4+6
Special Attacks/Actions: -
Abilities: Str 23, Dex 15, Con -, Int -, Wis 10, Cha 1
Special Qualities: Undead, skeleton immunities
Feats: Improved Initiative
Advancement: 9-12 HD (Large); 13-21 HD (Huge)
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.