Monster
Skeleton
- Resistance (RES)
- 1
- Reluctance to negotiate (RN)
- 9
- Agility (AGI)
- 2
- Strength (dice)
- 1K6+1
- Weapon
- –
- Spells
- –
- Treasure
- F/A
- Tiles
- 11
RES: Resistance, RN: Reluctance to Negotiate, AGI: Agility, Strength: K6 dice rolled in combat, Tiles: monster tile count. Treasure codes refer to the Treasure table.
How it plays
Common and easy: with agility 2 a Skeleton wounds only half the time, and it has just 1K6+1 strength. Resistance 1 means most spells land, but spells cost you wounds, so use weapons. Negotiation is nearly hopeless at reluctance 9 unless you have the Intimidation spell, which needs no roll. The treasure is modest (type F when it lairs, none when it wanders).
- It resists a spell on a 1K6 roll of 1, so about 17% of your spells fail against it.
- Its attacks wound 50% of the time and average 0.5 wounds per attack at maze level 1.
- Reluctance to negotiate 9: you can try negotiation, then a bribe, before you fight.
- It lairs in 2 of the 36 resident-monster outcomes and wanders in 1 of the 18 wandering outcomes.
- Group size on the encounter tables: 1K3.
Figures are for maze level 1 and come straight from the rulebook tables. Deeper levels add strength, agility and reluctance to negotiate (table 6.7).
In Citadel of Blood
- The sixth row of the room table: Skeletons 1D3, then the Troll, then Evil Spirits 1D3+2 (columns 3 to 5) in Labirynt Śmierci; Skeletons 1D6, then Wraiths 1D3+2, then the Troll (columns 3 to 5) in Citadel of Blood. All rule differences →
Full rules: 8.0 Monsters, Negotiation, and Bribery· 9.0 Combat· Monster stats table (8.2)