The next critter on my list of creatures to stat-swap was the humble skeleton. If you liked the zombie, then I’ll explain a couple of the differences between animated corpses and animated skeletons. Third Edition gives them different DR — smashing weapons are needed to powder skeletons, slashing weapons cut down zombies.

From there, well, zombies have more hit points but are slower. Skeletons are faster and more fragile. Skeletons are inexplicably immune to cold damage and are generally harder to hit with an attack. They also have a higher initiative. Zombies have more Hit Dice and are generally harder to turn as a result. That’s pretty much it.

I figured, for the sake of making them different, the corpse was more of a durable brute and the skeleton was a bit more of a hard-to-hit skirmisher, kind of like a creature using the soldier role from Fourth Edition. I gave it an extra +2 to AC, defenses, and attack. To give it a bit of flair, I gave it a different power.

Animated Skeleton (level 1, 100 exp)
Medium humanoid
hp 14
init +2
AC 15; defenses 13
attack Slam +6 (1d6+2)
saves +2

Reassembling Bones (Ex) When the animated skeleton is subject to a critical hit, make an immediate saving throw (DC 10 + 1/2 level) to turn the critical hit into a regular hit.

Vulnerability to Turning (Ex) The animated skeleton can be turned or destroyed by a cleric channeling positive energy, as an undead creature with Hit Dice equal to its level. This doesn’t extend to negative energy, thus it cannot be rebuked or commanded.

Unlike the damage reduction of the Third Edition skeleton, this ability to turn critical hits into normal hits is a regular thing, that has the potential to infuriate players in a fairly safe way. Hitting the creature is more difficult than normal, and while it’s subject to crits, giving it back the ability to turn one aside is just dastardly.

Use the same number and level as you would with the animated corpses. In other words, use a number of them equal to the number of characters or players.