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Skeleton Family

gottsch edited this page Jul 18, 2026 · 5 revisions

Skeleton Family

GMM's bone-walker base classes cover melee, ranged, and flying archer variants, plus a wide range of elemental and status reskins built on the same shared AI. This page covers the currently documented members; more skeleton variants exist in GMM and will be added here over time.

Acid Skeleton

Source: Pathfinder

HP: 20  |  Attack: 3  |  Speed: normal

A skeleton weeping caustic green ooze from every joint. It fights like an ordinary skeleton — the danger isn't the hit, it's what the hit does to your gear.

The threat: it eats your equipment

Every successful hit corrodes a random piece of whatever you have equipped — armor or held item. Nothing catastrophic in one hit, but repeated exposure adds up fast, and it's not something a normal skeleton fight prepares you for.

Abilities

  • Corrosive bite — each landed hit strips durability from one random damageable piece of your armor or held item. Higher-tier gear (diamond and above) is immune.
  • Acid drip — a faint green droplet occasionally beads and falls from its bones, an early tell before it's in melee range.
  • Sunlight-sensitive — burns and flees toward shade in direct daylight, same as any ordinary skeleton.

Where to find them

Swamps and mangrove swamps, dripstone caves, and lush caves.


Bloody Skeleton ("Bloody Bones")

Source: Pathfinder

HP: 16  |  Attack: 2  |  Speed: normal

A weeping, blood-slicked skeleton with one nasty trick: killing it doesn't finish the job.

The threat: it doesn't stay down

Cut it down and it collapses into a pile of bones instead of dying outright — wait long enough near the wreckage and it rises again at low health, regenerating back to full. Only a proper kill actually ends it: fire or lava, landing a hit on the downed bone pile before it rises, or a weapon/effect blessed enough to count as a "true kill." It can only pull this trick a limited number of times before it stays down for good.

Abilities

  • False death — collapses rather than dying; rises again later at low HP unless finished off correctly.
  • Bone burst — on collapsing, its limbs fly loose as bone shrapnel, leaving little more than a skull sitting on the ground until it rises.
  • Bleeds — weeps a faint trail of blood while alive, a tell that this isn't an ordinary skeleton.

Where to find them

Overworld caves and dungeons — a common-ish threat, not a rare elite, but one worth finishing properly the first time.


Burning Skeleton

Source: Pathfinder

HP: 18  |  Attack: 3  |  Speed: normal

A skeleton wreathed in flame, day or night — fire doesn't hurt it, and it isn't shy about spreading it to you.

The threat: it will set you on fire

Standing near it for too long is enough to catch light even without being hit — its flame aura periodically ignites anything nearby. A landed melee hit ignites you for even longer. And if you finally put it down, it goes out with one last death fire burst — igniting everything close by and scattering a little ground fire where it fell.

Abilities

  • Flame aura — periodically ignites nearby creatures just for standing close.
  • Ignite on hit — a melee hit sets you burning longer than the ambient aura alone.
  • Death fire burst — dying ignites everything nearby and can scatter short-lived ground fire.
  • Fire-immune, roams day or night — unlike a plain skeleton, sunlight doesn't burn it.

Where to find them

Hot, dry overworld terrain — deserts, badlands, savanna — at night.


Electric Skeleton

Source: Pathfinder

HP: 18  |  Attack: 2  |  Speed: normal

A skeleton crackling with stored charge, trailing faint sparks even while it's just standing still.

The threat: it turns a crowd into a liability

Its bite alone is a touch weaker than an ordinary skeleton's, but every landed melee hit sends a shock arcing outward to a few nearby creatures in sequence — the more allies or animals bunched up nearby, the worse that one hit gets. Fighting it while wet (standing in water, caught in the rain) makes it hurt more too, on both the initial bite and any hop that reaches you.

Abilities

  • Chain lightning — a landed melee hit arcs from the struck target to a few nearby creatures in sequence, each hop dealing its own damage.
  • Conducts through water — a hit lands harder against any target standing in water or caught out in the rain.
  • Sunlight-sensitive — burns and flees toward shade in direct daylight, same as any ordinary skeleton.

Where to find them

Open, exposed terrain — plains, savanna, windswept hills, and beaches.


Frost Skeleton

Source: Pathfinder

HP: 20  |  Attack: 2  |  Speed: normal

An ice-rimed skeleton, the cold counterpart to the Magma Skeleton — where that one floats on lava, this one freezes water solid to walk on instead of sinking.

The threat: every hit leaves you colder

Whether it's carrying a bow or swinging in melee, a solid hit chills you — Slowed at range, Slowed and genuinely freezing up close. It's immune to the cold itself, so there's no turning its own trick back on it.

Abilities

  • Chilling strikes — melee hits apply Slowness plus a real freeze buildup; a fired arrow (when it's carrying a bow) applies Slowness on impact instead.
  • Frost-walking — freezes the water it crosses into ice rather than sinking, always keeping solid footing.
  • Immune to freezing — never affected by its own cold or powder snow.
  • Sunlight-sensitive — burns and flees toward shade in direct daylight, same as any ordinary skeleton.

Where to find them

Snowy and icy biomes.


Iron Skeleton

HP: 50  |  Attack: 6  |  Armor: 10  |  Speed: slow

A heavily-plated skeleton that shrugs off daylight entirely — no burning, just smoke.

The threat: a tank that never has to retreat

It's slower and far tankier than an ordinary skeleton, and completely ignores sunlight — unlike every other skeleton in the family, it never bursts into flame, it just smokes for show. Each one also rolls its own random attack bonus on top of its base damage at spawn, so no two hit quite the same.

Abilities

  • Sun-immune — never burns in daylight, and doesn't even flee toward shade once it has a target.
  • Heavy armor — high natural armor plus damage reduction, built to take a beating.
  • Randomized attack bonus — each spawn permanently adds a random damage bonus (up to +8) on top of its base attack.
  • Melee only — never carries a bow despite descending from the bow-wielding skeleton line; always fights up close.

Where to find them

Anywhere in the Overworld.


Magma Skeleton

HP: 30  |  Attack: 6  |  Speed: normal

A Nether-forged skeleton that walks on lava instead of sinking into it, and never troubled by sunlight either.

The threat: a kiting archer with a hidden backup

Most carry a bow and keep their distance, occasionally landing a swipe from an off-hand iron sword if you close in — without ever fully committing to melee the way a cornered bow-skeleton usually does. A smaller portion skip the bow entirely and just fight with a sword instead.

Abilities

  • Walks on lava — treats a lava surface as solid ground instead of sinking into it.
  • Sun-immune — never burns in daylight.
  • Bow + off-hand sword — some carry both, firing from range while still landing the occasional melee swipe if you close in.

Where to find them

Anywhere in the Overworld, and in packs of up to four in the Nether's open wastes.


Skeleton Champion

Source: Pathfinder

HP: 40  |  Attack: 6  |  Armor: 15  |  Speed: normal

An elite, black-plated skeleton commander — noticeably bigger than the rank-and-file, and smart enough to lead them.

The threat: it makes the whole pack more dangerous

It's a mini-boss in its own right — roughly twice a normal skeleton's health, heavily armored, and always carrying a shield it actually raises to block your hits. Worse, it periodically lets out a war cry that buffs every skeleton around it with Strength and Speed, and it deliberately hangs at the edge of its group so your sweeps and area attacks catch its minions instead of it. Kill the champion and the pack loses its edge.

Abilities

  • Rally cry — periodically buffs nearby allied skeletons with Strength and Speed; the buff outlasts the cooldown, so a held pack stays empowered.
  • Shield block — always carries a shield and raises it when you close to melee, cutting incoming damage like a player's block.
  • Stays at the edge — repositions to keep its minions between it and your area attacks rather than getting boxed in.
  • Heavily plated — baked-in armor gives it a full iron-set's worth of protection on top of its high health.
  • Sunlight-sensitive — burns and flees toward shade in direct daylight.

Where to find them

A rare find anywhere in the Overworld — you'll usually meet one leading a group of lesser skeletons.


Skeleton Warrior

HP: 20  |  Attack: varies by weapon  |  Speed: normal

The workhorse armored skeleton — a melee fighter kitted out with a random mix of real weapons and armor.

The threat: no two are equipped alike

Every Skeleton Warrior rolls its own gear at spawn — a random weapon plus a random subset of armor pieces — so one might come at you lightly armed while the next is fully armored and swinging something nasty. Some carry a shield and raise it to block. It scavenges, too: it'll pick up better weapons and armor off the ground mid-fight. A helmet also shields it from burning in daylight, so an armored one can roam the surface by day.

Abilities

  • Randomized gear — a random weapon and a random subset of armor per spawn, so equipment (and threat) varies widely.
  • Shield block — a portion carry a shield and raise it when you close to melee.
  • Scavenger — picks up and equips better weapons and armor it finds.
  • Helmet vs. sun — burns in daylight only when bare-headed; an equipped helmet lets it roam by day.

Where to find them

Common anywhere in the Overworld, sometimes in pairs — the backbone of the roster's skeletons.


Tainted Skeleton

Source: Pathfinder / Torchlight 2

HP: 14  |  Attack: 2  |  Speed: fast

A skeleton with an unstable "taint" shard fused into its ribcage, trailing a faint wisp — fragile, fast, and rigged to blow.

The threat: killing it is the dangerous part

It's frail and hits weakly in melee, but it rushes to close the distance because the payoff is its death: when it dies, the shard detonates in a small blast and sprays a burst of bone shrapnel in all directions. Cutting one down at point-blank range is exactly what it wants — finish it from a step back, or eat the shrapnel.

Abilities

  • Death detonation — bursts on death into a small explosion plus a spray of damaging bone shrapnel (blast harms entities but spares terrain by default).
  • Rushes in — moves quicker than a normal skeleton, closing distance to die where it'll hurt you.
  • Sunlight-sensitive — burns in direct daylight.

Where to find them

An uncommon find anywhere in the Overworld.


Winged Skeleton

HP: 20  |  Attack: varies by weapon  |  Speed: normal (flying)

A skeletal archer on tattered wings — it takes the fight into the air, where the usual "get behind cover" plan doesn't help much.

The threat: it attacks from the air

It floats and drifts rather than walking, closing to bow range to rain arrows down or dropping in to swing if forced to melee. Most carry a bow; the rest make do with a crude wooden sword. Being airborne, it picks its own angle of attack — awkward to corner, and happy to pepper you from above. Like most surface skeletons, daylight burns it.

Abilities

  • Flight — floats and hovers, closing to bow or melee range as needed rather than pathing along the ground.
  • Bow or blade — most spawn with a bow and kite from the air; a minority carry a wooden sword instead.
  • Sunlight-sensitive — burns in direct daylight (it can't wear a helmet to shield itself the way a ground skeleton can).

Where to find them

Common anywhere in the Overworld, sometimes in pairs.

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