So… I am very VERY new to modelling and rigging, but to start myself out, I decided to model a simple goofy cartoon dragon character and set it up for animation:

I’ve got my eyes set up with controls and I’ve just begun setting up the skeleton. My question is: how do I get the spikes on his neck, the eyes and the teeth (they are separate objects) to move along with the skeleton like the main mesh?
I tried parenting the objects to different joints in the skeleton, but I can imagine that it might not work well when the neck is moving dynamically. Doing this also makes things a bit unorganized in my Outliner which I love to keep clean and organized.
Is there a better way to make these features follow the distortion of the base mesh as the joints rotate?