Epic Skeleton
Epic Skeleton is an Acquired Template that can be added to any living corporeal creature.
Size and Type: Size is unchanged, Type changes to Undead. Subtypes except Alignment or species (such as Goblinoid or Reptilian) are retained.
Hit Dice: All current and Future Hit Dice become d12's.
Speed: Unchanged. Winged skeletons flight is now a Supernatural ability.
Armor Class: The Epic Skeleton gets a Natural Armor Bonus equal to it's Hit Dice.
Attacks: The Epic Skeleton BAB is now equal to it's Hit Dice, if it wasn't already.
Damage: If the base creature has no Natural Weapons but does have fingers it gains a Claw Attack:
Diminutive or Fine: 1 point
Tiny: 1d2
Small: 1d3
Medium: 1d4
Large: 1d6
Huge: 1d8
Gargantuan: 2d6
Colossal: 2d8
Special Attacks: The Epic Skeleton keeps all Special Attack and Class Abilities except Spells and Spell-Like Abilities. Any Class Ability formerly based on Int or Charisma now gets a +4 Racial Modifier instead. For example if an ability had a Save DC of 10 + 1/2 HD + Cha Mod, it is now 10 + 1/2 HD +4. If the ability normally gets you a Bonus of some sort equal to your Int or Cha Mod you now have a +4. It also gains the following:
Terrifying Appearance (Su): Any living being within 60' of the Epic Skeleton must make a Fortitude Save or take 1d4 points of Strength, Dexterity, and Constitution damage. If the save is made successfully, the opponent is immune to this particular Epic Skeletons Terrifying Appearance for 24 hours.
To Me Mah Mindless Companions!(Ex): All Mindless Undead willingly defend the Epic Skeleton if they are within 120', and will willingly sacrifice themselves to save it by interposing themselves between it and any enemies.
Improved Grab (Ex): If the Epic Skeleton hits with it's Primary Natural Attack (usually it's Slam) it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.
Choke (Ex): The skeleton may Choke opponents with a successful Grapple Check. This does double it's Claw damage plus double it's Strength Modifier, and if the opponent requires air, it begins to suffocate (See DMG for suffocation rules).
Former Caster (Ex): If the Base Creature had the ability to cast spells, and lost it because of this Template, it gains a Deflection Bonus to Armor Class equal to half it's Hit Dice, and an Enhancement Bonus to all Attack and Damage rolls equal to half it's Hit Dice. It also increases it's Spell Resistance by +5.
Special Qualities: The Epic Skeleton keeps all Special Attack and Class Abilities. Any Class Ability formerly based on Int or Charisma now gets a +4 Racial Modifier instead. It also gains the following:
Turn Immunity (Ex):You are Immune to Turn/Rebuke Undead attempts.
Unnatural Aura (Su): Animals will not come within 100' of an Epic Skeleton, and Panic if forced to do so (they remain Panicked so long as the Epic Zombie is within Range).
Lifesense (Ex): Epic Skeletons may automatically sense Living creatures within 100' as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch.
Spell Resistance (Ex): The Epic Skeleton gains Spell Resistance equal to 14 plus half its hit Dice.
Damage Reduction (Ex): Gains Damage Reduction 15/Bludgeoning and Epic.
Regeneration (Ex): Epic Skeletons gain Regeneration 5. Fire does normal damage to an Epic Zombie.
Unnatural Vitality (Ex): The Epic Skeleton gains Maximum hit points per hit die.
Negative Energy Aura (Ex): All Undead within 60' of an Epic Skeleton gain Turn Immunity.
Immunity to Cold (Ex)
Uncanny Dodge (Ex): Identical to Rogue Class Ability on page 50 of the PHB.
Improved Uncanny Dodge (Ex): Identical to Rogue Class Ability on page 50 of the PHB.
Evasion (Ex): Identical to Rogue Class Ability on page 50 of the PHB.
Improved Evasion (Ex): Identical to Rogue Class Ability on page 50 of the PHB.
Saves: Unchanged.
Abilities: It has no Int or Con score. Dexterity increases by an amount equal to Hit Dice (i.e. if it has 22 Hit Dice it gets +22 Dex). Charisma drops to 1.
Skills: Unlike other Mindless creatures Epic Skeletons retain some skill. They keep all ranks in the following skills (but cannot add more ranks with further Hit Dice or Levels): Climb, Hide, Jump, Listen, Move Silently, Spot, and Swim.
Feats: Epic Skeletons retain all Feats, but do not get more Feats with further Hit Dice or Levels. It also gains Improved Initiative if it doesn't have it already (and Superior Initiative if it does).
Environment: Any Land or Underground
Organization: Unchanged, usually Solitary
Challenge Rating: +4 (+5 if former Spellcaster)
Treasure: None, but if the Base Creature was wearing or carrying any magical items it still has them (though most likely it can't use them)
Alignment: Always Neutral or Chaotic Evil
Advancement: An Epic Skeleton can keep gaining Hit Dice up to double the Base Creatures. If the Base Creature advances by Class Level the Skeleton may possibly advance by Character Levels (see above).
Level Adjustment: +9 (+10 if former Spellcaster)
"Awfully quick for a dead guy."
Epic Skeletons are rarer than Zombies due to being a bit more fragile, but they're mighty tough suckers to hit.
Example of creature using template here:
Dead Tom (21st Level Swashbuckler)
Medium Undead
Hit Dice: 21d12 (136 hp)
Initiative: +17
Speed: 30 ft. (6 squares)
Armor Class: 48 (+13 Dex, +4 Dodge, +21 Natural), touch 27, flat-footed 32
Base Attack/Grapple: +20/+21
Attack: Claw +33 melee (1d4+5) or by Weapon +33/+28/+23/+18
Full Attack: 2 Claws +33 melee (1d4+5) or by Weapon +33/+28/+23/+18
Space/Reach: 5 ft./5 ft.
Special Attacks: Terrifying Appearance (DC 24), To Me Mah Mindless Companions!, Improved Grab, Choke (2d4+7), Insightful Strike +4, Acrobatic Charge, Improved Flanking, Wounding Critical
Special Qualities: Dark Vision 60', undead traits, Turn Immunity, Unnatural Aura, Lifesense, SR 24, Dr 15/Bludgeoning and Epic, Regeneration 5, Cold Immunity, Unnatural Vitality, Negative Energy Aura, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion, Dodge Bonus +4, Lucky, Acrobatic Skill Mastery, Slippery Mind
Saves: Fort +12, Ref +19, Will +6
Abilities: Str 13, Dex 37, Con -, Int -, Wis 10, Cha 1
Skills: Climb +13, Jump +13, Swim +13
Feats: Adaptable Flanker, Combat Reflexes, Deft Opportunist, Dodge, Mobility, Vexing Flanker, Improved Initiative, Weapon Finesse (B)
Environment: Any
Organization: Solitary
Challenge Rating: 25
Treasure: None
Alignment: Chaotic Evil
Advancement: By Class Levels
Level Adjustment: +9