Skeleton Soldier: Difference between revisions

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m (Text replacement - "| Restrict-Role-Sneak = | Restrict-Role-Tank = " to "| Restrict-Role-Sneak = | Restrict-Role-Swarm = | Restrict-Role-Tank = ")
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   }}</onlyinclude>
   }}</onlyinclude>


| Min-CR = 6
| Min-CR = 5
| Max-CR = 13
| Max-CR = 40


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


   }}</onlyinclude>
   }}</onlyinclude>
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Undead
| Type | Undead
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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| NudgeInit = 4
| NudgeInit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 3|1 = 3|2 = 4|3 = 5|4 = 6|5 = 7|6 = 8|7 = 8|8 = 8}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


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| NudgePerception =  
| NudgePerception = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 3|1 = 3|2 = 4|3 = 4|4 = 5|5 = 5|6 = 6|7 = 6|8 = 6}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
         if they don't have that movement type, leave it blank                    -->
         if they don't have that movement type, leave it blank                    -->
| Move-Type-Walk-Speed = 30
| Move-Type-Walk-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 30|1 = 30|2 = 40|3 = 50|4 = 60|5 = 70|6 = 80|7 = 90|8 = 100}}
| Move-Type-Burrowing-Speed =  
| Move-Type-Burrowing-Speed =  
| Move-Type-Tunneling-Speed =  
| Move-Type-Tunneling-Speed =  
Line 254: Line 254:


| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = |3 = 1|4 = 2|5 = 2|6 = 3|7 = 3|8 = 4}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgePriDamage =  
| NudgePriDamage = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = |3 = 1|4 = 2|5 = 2|6 = 3|7 = 3|8 = 4}}
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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   <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
   <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->


| HasRangedFullAttack =  
| HasRangedFullAttack = Y
   <!-- Values: Y (for yes), or leave blank (for no) -->
   <!-- Values: Y (for yes), or leave blank (for no) -->


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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = |3 = 1|4 = 2|5 = 2|6 = 3|7 = 3|8 = 4}}
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeRangedDamage =  
| NudgeRangedDamage = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = |3 = 1|4 = 2|5 = 2|6 = 3|7 = 3|8 = 4}}
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


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}}
}}


-->
<!--  REPLACE RESURRECTION POWER
<!--  REPLACE RESURRECTION POWER
       HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
       HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
Line 990: Line 989:
         Threat, or Villain role.  All other times, it will be invisible.                    -->
         Threat, or Villain role.  All other times, it will be invisible.                    -->


| Role-Only--Replace-Rez-Power--Name =  
| Role-Only--Replace-Rez-Power--Name = Scattered Bones


| Role-Only--Replace-Rez-Power--Type =  
| Role-Only--Replace-Rez-Power--Type = Ex
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| Role-Only--Replace-Rez-Power--Action-Required =  
| Role-Only--Replace-Rez-Power--Action-Required = Auto Upon Death
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
Line 1,003: Line 1,002:
         auto-detect Combat Casting and include it                                          -->
         auto-detect Combat Casting and include it                                          -->


| Role-Only--Replace-Rez-Power--Description =  
| Role-Only--Replace-Rez-Power--Description = When a Skeleton is first made dead, it is not really destroyed. Instead, as an immediate free action, its various bones burst apart in a vicious explosion of flying bits, that effects an area {{#expr:{{CR|n=5|op=div}}+2}} sides square. All enemy creatures in this area of effect suffer {{CR|n=2|op=mult}} points of {{dmg|bludgeoning}} damage, without save. The skeleton is removed from the field of play, but remains in the initiative order.
 
At the start of its next initiative, as a separate free action, the various bone bits coalesce in a burst of dark energies. The GM inflicts {{CR|n=2|op=mult}} points of {{dmg|necrotic}} damage on all enemy creatures in this space (again, without save), and the skeleton builds itself anew, with its Bloodied hit point value of {{Bloodied-Hit-Points}}, in any unblocked space the GM chooses in that area. Note that this space does NOT have to be unoccupied, and skeletons using this ability can and often do reconstitute themselves inside the space of their enemies(especially Mounted ones), bypassing the need to Clamber and inflicting normal penalties for being inside another creatures space.
 
Once the skeleton has reconstructed itself as a free action, they may act continue to act normally at their usual initiative tick, until really 'killed', as the GM desires.


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
Line 1,358: Line 1,361:


| Role-Only--Replace-Sneak-Power--Description =  
| Role-Only--Replace-Sneak-Power--Description =  
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
Line 1,391: Line 1,448:
| CombatTactics = Skeleton Soldiers are dangerous foes, despite their complete lack of intelligence.  Their martial skill is carried indelibly in their bones.
| CombatTactics = Skeleton Soldiers are dangerous foes, despite their complete lack of intelligence.  Their martial skill is carried indelibly in their bones.


Skeleton Soldiers are content to stay at range and use their Bluff Skill to feint and then hurl javelins to deadly effect.  While doing so they will use Step In and Strike combined with their normal five-foot steps to edge slowly closer, so they can eventually charge their hated living foes.  Groups of Skeleton Soldiers will concentrate their ranged and melee attacks upon a single foe whenever possible.   
Skeleton Soldiers are content to stay at range and use their Bluff Skill to feint and then hurl javelins to deadly effect.  While doing so they will use Step In and Strike combined with their normal five-foot steps to edge slowly closer, so they can eventually charge their hated living foes.  Groups of Skeleton Soldiers will concentrate their ranged and melee attacks upon a single foe whenever possible.  This foe is usually either the closest, or the furthest away (50% chance of either.)


In melee combat, Skeleton Soldiers will use the Step In and Strike ability combined with Five-Foot steps to set up flanks, and will strive to make full attack actions against the nearest foe whenever possible.  If they are closing against a foe who is wielding a reach weapon, they will stop five feet away and use Step In and Strike to close in to avoid attacks of opportunity.  If their attacks all missed in the previous round, they will use a swift action to feint and continue attacking.
In melee combat, Skeleton Soldiers will use the Step In and Strike ability combined with Five-Foot steps to set up flanks, and will strive to make full attack actions against the nearest foe whenever possible.  If they are closing against a foe who is wielding a reach weapon, they will stop five feet away and use Step In and Strike to close in to avoid attacks of opportunity.  If their attacks all missed in the previous round, they will use a swift action to feint and continue attacking.


Skeleton Soldiers, while highly proficient combatants, have lost all ability to discern one living target from another.  They will not single out casters over fighters, nor will they pay extra attention to that cleric who keeps Channeling Divinity at them.  Instead, they will target the nearest living foe and try to kill it.  That said, they will use excellent tactics against that nearest foe, to make killing it that much easier.
Skeleton Soldiers, while highly proficient combatants, have lost all ability to discern one living target from another.  They will not single out casters over fighters, nor will they pay extra attention to that cleric who keeps Channeling Divinity at them.  Instead, they will target either the nearest living foe or the furthest, (50%chance) and try to kill it.  That said, they will use excellent tactics against that chosen foe, to make killing it that much easier.





Latest revision as of 23:43, 11 January 2023

Skeleton Soldier (CR 8)

Pure Evil - Medium - Undead
Lore: Know (Religion)
15 31
Basic DC Full DC
Initiative
Initiative Icon 2.png
16
Perception:
26 +16
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
25
Man Def
Shield Icon 3.png
25
Monster Health
146 73 13
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +5
Refl: +5
Will: +10

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+13
Sword Icon 3.png
Man Off
+14
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Rusty Saber Strike +13 (2d8+6/19-20 x2)
    as slashing (physical, common)

Full Attack (Melee):

  • 3x Rusty Saber Strike +13 (2d8+6/19-20 x2)
    as slashing (physical, common)

Standard Attack (Ranged):

  • 1x Rusty Javelins +13 (2d8+6/19-20 x2)
    as piercing (physical, common)
    (Increment: 30 ft.; Max Range: 150 ft.)

Full Attack (Ranged):

  • 3x Rusty Javelins +13 (2d8+6/19-20 x2)
    as piercing (physical, common)
    (Increment: 30 ft.; Max Range: 150 ft.)

Siege Damage: Not siege capable

Statistics

16
STR
16
DEX
CON
INT
14
WIS
18
CHA

Skills:

Languages: Thanic (can understand it, but not speak)

Feats:

Special Abilities

Quick Feint (Ex) Swift Action

As a swift action, the skeleton can use Bluff to feint in combat, causing its opponent to be flat-footed against the skeleton's next attack. The DC of this check is the target's Maneuver Defense, or 10 + the target's Sense Motive bonus, whichever is higher.

Step In and Strike (Su) Free 1/Att

Prior to making any attack, whether melee or ranged, a skeleton can take a free 5-foot step. This does not provoke attacks of opportunity, is not limited by having already moved, and does not cost them any actions.

Damage Resistance (Su) Always On

Skeletons are highly resistant to all common physical damage types except bludgeoning (physical, common) damage. They reduce all non-bludgeoning common physical damage by 13 points.

Skeleton Soldier

Skeleton Soldier

Skeleton Soldiers look like better maintained, better equipped, and more skilled Skeleton Legionnaires. They are wholly mindless, but like many skeletons are driven by a cold implacable hatred of the living. Once a Skeleton Soldier has sensed the existence of the living, they are completely unwavering in their assault. Nothing will stop them, nothing will dissuade them, they know no fear or failure, they keep coming until they win or are destroyed.

Their desire to kill is backed up by a scary degree of skill. Skeleton Soldiers are mindless, but they are not unskilled. They will set up encirclements and defilades, they will provide cover fire to their undead allies, they will use good, dangerous tactics in fights. They are frighteningly good at melee combat, and are fully capable of using deceptive attacks, tricks, and feints. They are killers of the highest order, unhesitating, remorseless, and tireless.

Skeletons will not beat mindlessly at a barred door, desirous of the flesh within. If the Skeleton Soldiers cannot force the door, and they have no masters to fetch, they will simply stand guard over their prey, utterly still, and wait with infinite, mindless patience. Sooner or later death will come to any living things they have trapped, and skeletons will wait forever if they have to.

Combat Tactics

Skeleton Soldiers are dangerous foes, despite their complete lack of intelligence. Their martial skill is carried indelibly in their bones.

Skeleton Soldiers are content to stay at range and use their Bluff Skill to feint and then hurl javelins to deadly effect. While doing so they will use Step In and Strike combined with their normal five-foot steps to edge slowly closer, so they can eventually charge their hated living foes. Groups of Skeleton Soldiers will concentrate their ranged and melee attacks upon a single foe whenever possible. This foe is usually either the closest, or the furthest away (50% chance of either.)

In melee combat, Skeleton Soldiers will use the Step In and Strike ability combined with Five-Foot steps to set up flanks, and will strive to make full attack actions against the nearest foe whenever possible. If they are closing against a foe who is wielding a reach weapon, they will stop five feet away and use Step In and Strike to close in to avoid attacks of opportunity. If their attacks all missed in the previous round, they will use a swift action to feint and continue attacking.

Skeleton Soldiers, while highly proficient combatants, have lost all ability to discern one living target from another. They will not single out casters over fighters, nor will they pay extra attention to that cleric who keeps Channeling Divinity at them. Instead, they will target either the nearest living foe or the furthest, (50%chance) and try to kill it. That said, they will use excellent tactics against that chosen foe, to make killing it that much easier.

Out of Combat

Skeletons are the solid, reliable, go-to minion of evil everywhere. They are dangerous foes in combat, implacable enemies, and reliable killers. They will obey the orders of their creators well enough, and if unled, will default to hunting and killing...forever. See Immortality, below.


Rusty Equipment (Ex)

Skeletons wear equipment and wield weapons that are as old as they are. All their equipment has the Fragile property, though GM's shouldn't bother with tracking broken conditions on weapons.


Immortality
Many undead creatures, such as this one, cannot be killed by normal means. However, it will lie shattered and dormant after being defeated for up to a century before rising again to seek to rid the world of life. Casting either Sanctify Corpse (Cleric Spell) or Gentle Repose (Cleric Spell) on the defeated corpse of the creature will add an additional one hundred years to the time it takes for it to re-compose. Laying the defeated corpse on consecrated ground for a full day will prevent it from ever rising again, as will casting Rest Eternal (Cleric Spell) on it. Applying Raise Dead (Cleric Spell), Resurrection (Cleric Spell), or using similar life-giving abilities will restore the original soul back to the corpse, bringing that person back to life and permanently destroying the necromantic animus that had possessed the body previously. This creature's body will never decay (further than it already has) nor age due to time or neglect.

Rewards

XP: 4,800

Treasure: Sellable Goods worth 3,875 gp.

Weight: 80 lbs.     Volume: 3.2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)