Skip to main content

Generic Monsters for Any Setting - Crystal Skeletons

New creature up for anyone to devour and sick onto their players. This marks the tenth new creature since the release of the "Cartographer's Guide to the Creatures of Eira" and the first to mark a new style of creature blocking for me.

This new style takes up a little more room but is also more orginized and made so that anything people don't want to look at can be easily glanced over in favor of the "important stuff."

As for the Crystal Skeleton it isn't really generic as it was made for the Eira setting and the rules for Outsiders that exist for that setting. However, since only a very small part of the information for the creature are setting appropriate it can be ignored without damaging he creature ... hell, you could make them the skeletons of extra-dimensional beings or something like that :)

Anyway, enjoy! And feedback on both the creature and the new format is greatly welcome!


Skeleton, Crystal
“Deep below the Rend, deep below the Scar they milled. Endlessly trapped, endless patient for the day to come when they could ripe and rend.”

Type: Undead
Hit Dice: 2+2
Armor Class: 5 [14]
Attacks: Weapon (1d6), Fist (1d4+2)
Saving Throw: 16
Special: Frozen Grip, Hard to See
Move: 9 [45’]
Alignment: Chaos
Challenge Level/XP: 3/60

Crystal Skeletons are the undead remains of Outsiders trapped in the Mortal or Fae realms. Being that Outsiders are not of either realm they are not composed of the same materials as Mortals or Fae. As such when an Outsider dies and its remains are subject to the air of the Mortal or Fae realms the bones crystalize, becoming semi-transparent and denser.

While most Outsiders do no remain locked in a physical form, a trace of the Outsider is left on the form it wore in the mortal or fae realms. This trace grants a 50% chance of the empty form becoming undead as well as giving purpose to the undead; a never-ending need to destroy.

Special Abilities
Frozen Grip – During any attack made with its bare hands the Crystal Skeleton has a 50% chance of grabbing ahold of its target (Save Negates). Should the Crystal Skeleton be successful the grabbed target suffers 1d4 frost damage.

Hard to See – Do to its semi-transparent nature the Crystal Skeleton gains a -1[+1] to AC[ACC] in any low-light environment.

Crystal Skeletons are typically found in the ancient remains of Outsider cult temples, fortresses and cave systems in and around such locations. Typically any such location can have anywhere between 1d4 and 6d6 Crystal Skeletons.


  1. Maybe slide Special Abilities up and Background down. Because you need the abilities for combat, and closer to the other stats is easier to scan.

    1. hmmm ... good point. I've made a few other adjustments to the new set-up as well which will appear with the next release. But I do believe that will be one of them. Thank you!


Post a Comment

Popular posts from this blog

The Robathen's Coin Parts 1 -3

A long time ago I released a short story on drivethrufiction called "The Rabathen's Coin - An Arame Tale" that was meant to be the start of a series staring a mysterious thief named Arame.  Well, five years later and I have sold maybe six copies.  With that in mind I figured I might as well break it up into two or three parts and post in on the blog.

Thoughts are welcome as I am always interested in what others think of my original works.

The stench of rotten fish, sweat, mildewed wood and the ocean rose up from the black waters of the harbor in a visible mist that hung over the free trade city of Wickend adding to the already strong reek of human filth and cheap ale. The setting sun, unable to pierce the vile mist, washed over the crumbling buildings that lined the twisting streets of the Old District. From open doors and windows came the sounds of life, true life, of men laughing and boasting, of women flirting and dealing in their trades. To an outsider, the Old Distr…

Magic Item - Arcane Gauntlet

Arcane Gauntlets are small devices of leather and copper fitted to the wearer's primary hand and feature a small, thin gem imbued with pure arcane energies affixed to the palm. As a standard action the wearer of an Arcane Gauntlet may release its energies up to four times in a single encounter safely, and up to eight times if the wearer is willing to endure the burning residual heat from sustained use of the device.  If an Arcane Gauntlet is used to its maximum effect (eight times) it is inoperable until such a time as its wearer takes a long rest.
Arcane Gauntlet- Rare Magical Item - Requires Atunement - Ranged Magical Weapon - Range 60/120ft - One Target, Hit 6 (1d6 + 2) Arcane Damage - Special After 4 uses the Gauntlet inflicts 2 Arcane damage on its wearer during every use in an encounter, on the 8th such use the wearer incurs 1d6 damage from the gauntlet's use.

Deviant Fridays - Respects by Taylor Paton

Taylor Payton is a digital painter from the United States.