Inferno Skeleton: Difference between revisions
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<!-- Value: integer between 1 and 40. --> | <!-- Value: integer between 1 and 40. --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Min-CR = 9 | |||
| Max-CR = 17 | |||
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | | MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | ||
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}}</onlyinclude> | }}</onlyinclude> | ||
| Image = Inferno_Skeleton_1.png | | Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}} | ||
<!-- Value: file name and extension only | | Image | Inferno_Skeleton_1.png | ||
<!-- Value: file name and extension only --> | |||
}}</onlyinclude> | |||
| Caption=<onlyinclude>{{#ifeq:{{{transcludesection|Caption}}} | |||
| Caption | | |||
<!-- Optional: inserts hover text for the image. If left blank, will insert the monster's name. --> | |||
}}</onlyinclude> | |||
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | | Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | ||
| Role | | | Role | | ||
<!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank --> | <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank --> | ||
}}</onlyinclude> | |||
<!-- Prevent this monster from being assigned certain roles in MMM --> | |||
| Restrict-Role-No-Role = | |||
| Restrict-Role-Heavy = | |||
| Restrict-Role-Killer = | |||
| Restrict-Role-Leader = | |||
| Restrict-Role-Legend = | |||
| Restrict-Role-Minion = | |||
| Restrict-Role-Shooter = | |||
| Restrict-Role-Skirmisher = | |||
| Restrict-Role-Sneak = | |||
| Restrict-Role-Swarm = | |||
| Restrict-Role-Tank = | |||
| Restrict-Role-Threat = | |||
| Restrict-Role-Villain = | |||
<!-- Values: Y or leave blank --> | |||
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}} | |||
| Pattern1 | | |||
<!-- Use to assign a Pattern to the monster, which will alter its effective CR. Or leave blank. --> | |||
}}</onlyinclude> | |||
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}} | |||
| Pattern2 | | |||
<!-- Use to assign a second Pattern to the monster, which will further alter its effective CR. Or leave blank. --> | |||
}}</onlyinclude> | }}</onlyinclude> | ||
: | | Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | ||
| Description | Inferno Skeletons are magically imbued with elemental fire during their creation, a process which involves the ritual sacrifice of a fire elemental. For the sort of foul necromancers that can create an Inferno Skeleton, capturing a small fire elemental is child's play. Inferno Skeletons always have fire around their skulls, like some mockery of hair, blowing in the wind. While in combat, Inferno Skeletons are completely enshrouded in flames, their dry, charred bones cracking under the heat, as marrow boils. Their curse of immortality prevents the fire from debilitating them. | |||
Perhaps worse than their fire, or the constant dry sizzle of their cooking marrow, or the horrendous stench of charred meat they emanate, is the fact that unlike lesser breeds of Skeletons, Inferno Skeletons are sentient. If you look into the black, charred holes in their skulls that serve as eyes, there is absolutely some terrible, agonized, murderous presence looking back. | |||
An Inferno Skeleton's existence is pain. Whatever the dire spark is that grants them their intelligence, it does not like the fact that it must burn eternally, and that pain drives Inferno Skeletons to kill as many of the living as fast as they can. | |||
Inferno Skeletons, like most skeletons with minds, are not the person they were in life. No, something else, some murderous dark spirit of death and malice, is the driving intelligence of the Inferno Skeleton, and almost the only constant of their existence is their desire to kill every living thing they can find. | |||
| Alignment = | Inferno Skeletons are not warriors, unlike many of their bony kin. Inferno Skeletons are not devious combatants or skilled at maneuver and melee. But Inferno Skeletons do not feel that lack, as they more than make up for it with sheer destructive flame. Inferno Skeletons can and will work with other skeletons, but they are there for the massive firepower they can grant, not any martial skill. | ||
<!-- Values: Lawful Good, Lawful | }}</onlyinclude> | ||
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}} | |||
| Alignment | Pure Evil | |||
<!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil --> | |||
}}</onlyinclude> | |||
| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}} | | Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}} | ||
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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 | <!-- 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 | <!-- 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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}}</onlyinclude> | }}</onlyinclude> | ||
| NudgeBasicLoreValue = -2 | | NudgeBasicLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeBasicLoreValue}}} | ||
| NudgeBasicLoreValue| -2 | |||
<!-- This field lets you alter the DC of the basic knowledge check for this monster --> | <!-- This field lets you alter the DC of the basic knowledge check for this monster --> | ||
<!-- 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 --> | ||
}}</onlyinclude> | |||
| NudgeFullLoreValue = +2 | | NudgeFullLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeFullLoreValue}}} | ||
| NudgeFullLoreValue| +2 | |||
<!-- This field lets you alter the DC of the full knowledge check for this monster --> | <!-- This field lets you alter the DC of the full knowledge check for this monster --> | ||
<!-- 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 --> | ||
}}</onlyinclude> | |||
| NudgeInit = | | NudgeInit = | ||
<!-- 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 --> | ||
<!-- | <!-- SENSES --> | ||
<!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) --> | |||
<!-- | | Sense-Is-Blind-to-Vision = | ||
| Sense-Is-Blind-to-Sound = | |||
| Sense-Is-Blind-to-Smell = | |||
| Sense-Has-Low-Light-Vision = | |||
<!-- These senses require ranges; if the monster has them, list the range in feet (just the number only), | |||
or leave blank if the monster doesn't possess the sense in question. --> | |||
| Sense-Darkvision-Range = | |||
| Sense-Heartsight-Range = | |||
| Sense-Keen-Hearing-Range = | |||
| Sense-Precise-Hearing-Range = | |||
| Sense-Echolocation-Range = | |||
| Sense-Scent-Range = | |||
| Sense-Keen-Scent-Range = | |||
| Sense-Perfect-Scent-Range = | |||
| Sense-Airsense-Range = | |||
| Sense-Blindsense-Range = | |||
| Sense-Cloudsense-Range = | |||
| Sense-Lifesense-Range = | |||
| Sense-Mindsense-Range = | |||
| Sense-Tremorsense-Range = | |||
| Sense-Watersense-Range = | |||
<!-- If you want custom text in the 'Senses' field, use the field below, or leave blank --> | |||
| Senses-Custom-Text = | |||
| NudgePerception = +3 | | NudgePerception = +3 | ||
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| NudgeAC = | | NudgeAC = | ||
<!-- 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 --> | ||
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<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 --> | <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3 --> | ||
| SpecialDefenses = | | SpecialDefenses = DR {{CR}}/{{dmg|Bludgeoning}} | ||
::* ER {{Hit-Dice}}/{{dmg|Fire}} | |||
<!-- Put any DR or ER values here --> | <!-- Put any DR or ER values here --> | ||
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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 ( | '''''Hardened (1/2 damage):''''' | ||
'''''Immune (no effect):''''' --> | '''''Immune (no effect):''''' --> | ||
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<!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) --> | <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) --> | ||
<!-- MOVE TYPES --> | |||
<!-- | <!-- 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 --> | |||
| Move-Type-Walk-Speed = 30 | |||
| Move-Type-Burrowing-Speed = | |||
| Move-Type-Tunneling-Speed = | |||
| Move-Type-Earth-Glide-Speed = | |||
| Move-Type-Lesser-Climb-Speed = | |||
| Move-Type-Greater-Climb-Speed = | |||
| Move-Type-Brachiating-Speed = | |||
| Move-Type-Vaulting-Speed = | |||
| Move-Type-Hover-Speed = | |||
| Move-Type-Lesser-Flight-Speed = | |||
| Move-Type-Greater-Flight-Speed = | |||
| Move-Type-Lesser-Swim-Speed = | |||
| Move-Type-Greater-Swim-Speed = | |||
| Move-Type-Jet-Speed = | |||
| Move-Type-Lesser-Teleport-Speed = | |||
| Move-Type-Greater-Teleport-Speed = | |||
<!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank --> | |||
| Move-Type-Custom-Text = | |||
| 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 role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde. | |||
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 role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde. | |||
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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<!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") --> | <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") --> | ||
| PriAtkNotes = plus [[Burned]], Fort save DC {{ | | Pri-Atk-Dmg-Type = crushing | ||
<!-- add any specials (e.g. " | <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) --> | ||
| PriAtkNotes = '''plus:''' [[Burned]], Fort save (DC {{Save-DC}}) negates | |||
<!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") --> | |||
| PriAtkNotes-FullAtkOnly = | | PriAtkNotes-FullAtkOnly = | ||
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<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | ||
| | | Pri-Atk-Is-Touch = | ||
<!-- If | <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) --> | ||
| PriAtkIsAuto-Hit = | | PriAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgePriToHit = | | NudgePriToHit = | ||
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| NudgePriDamage = | | NudgePriDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| NudgeFullAtk-PriDamage = | | NudgeFullAtk-PriDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| Nudge-Pri-Atk-Crit-Range = | | Nudge-Pri-Atk-Crit-Range = | ||
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<!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none --> | <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none --> | ||
| SecAtkNotes = plus 1d6 Fire damage | | Sec-Atk-Dmg-Type = slashing | ||
<!-- add any specials (e.g. " | <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) --> | ||
| SecAtkNotes = '''plus:''' 1d6 points of {{dmg|Fire}} damage to target, hit or miss | |||
<!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") --> | |||
| SecAtkNotes-FullAtkOnly = | | SecAtkNotes-FullAtkOnly = | ||
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<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | ||
| | | Sec-Atk-Is-Touch = | ||
<!-- If | <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) --> | ||
| SecAtkIsAuto-Hit = | | SecAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- 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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| NudgeSecDamage = | | NudgeSecDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| NudgeFullAtk-SecDamage = | | NudgeFullAtk-SecDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| Nudge-Sec-Atk-Crit-Range = | | Nudge-Sec-Atk-Crit-Range = | ||
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| TerAtkName = | | TerAtkName = | ||
<!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none --> | <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none --> | ||
| Ter-Atk-Dmg-Type = | |||
<!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) --> | |||
| TerAtkNotes = | | TerAtkNotes = | ||
<!-- add any specials (e.g. " | <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") --> | ||
| TerAtkNotes-FullAtkOnly = | | TerAtkNotes-FullAtkOnly = | ||
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<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | ||
| | | Ter-Atk-Is-Touch = | ||
<!-- If | <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) --> | ||
| TerAtkIsAuto-Hit = | | TerAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- 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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| NudgeTerDamage = | | NudgeTerDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| NudgeFullAtk-TerDamage = | | NudgeFullAtk-TerDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| Nudge-Ter-Atk-Crit-Range = | | Nudge-Ter-Atk-Crit-Range = | ||
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| QuaAtkName = | | QuaAtkName = | ||
<!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none --> | <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none --> | ||
| Qua-Atk-Dmg-Type = | |||
<!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) --> | |||
| QuaAtkNotes = | | QuaAtkNotes = | ||
<!-- add any specials (e.g. " | <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") --> | ||
| QuaAtkNotes-FullAtkOnly = | | QuaAtkNotes-FullAtkOnly = | ||
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<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | ||
| | | Qua-Atk-Is-Touch = | ||
<!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) --> | <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) --> | ||
| QuaAtkIsAuto-Hit = | | QuaAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- 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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| NudgeQuaDamage = | | NudgeQuaDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| NudgeFullAtk-QuaDamage = | | NudgeFullAtk-QuaDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| Nudge-Qua-Atk-Crit-Range = | | Nudge-Qua-Atk-Crit-Range = | ||
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<!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first --> | <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first --> | ||
| RangedAtkNumberOfIncrements = | | RangedAtkNumberOfIncrements = | ||
<!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 --> | <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 --> | ||
| RangedAtkNotes = | | Ranged-Atk-Dmg-Type = | ||
<!-- add any specials (e.g. " | <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) --> | ||
| RangedAtkNotes = | |||
<!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") --> | |||
| RangedAtkNotes-FullAtkOnly = | | RangedAtkNotes-FullAtkOnly = | ||
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<!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value --> | ||
| | | Ranged-Atk-Is-Touch = | ||
<!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) --> | <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) --> | ||
| RangedAtkIsAuto-Hit = | | RangedAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeRangedToHit = | | NudgeRangedToHit = | ||
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| NudgeRangedDamage = | | NudgeRangedDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| NudgeFullAtk-RangedDamage = | | NudgeFullAtk-RangedDamage = | ||
<!-- Values: | <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 --> | ||
| Nudge-Ranged-Atk-Crit-Range = | | Nudge-Ranged-Atk-Crit-Range = | ||
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| NudgeSiegeDamage = | | NudgeSiegeDamage = | ||
<!-- Values: | <!-- 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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| Str = 16 | | Str = 16 | ||
| Dex = 16 | | Dex = 16 | ||
| Con = | | Con = 0 | ||
| Int = 20 | | Int = 20 | ||
| Wis = 14 | | Wis = 14 | ||
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<!-- FEATS --> | <!-- FEATS --> | ||
| Feat1 = Selective | | Feat1 = Selective | ||
| Feat2 = | | Feat2 = | ||
| Feat3 = | | Feat3 = | ||
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<!-- SPECIAL ABILITIES --> | <!-- SPECIAL ABILITIES --> | ||
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| Ability-1-Name = Burning Aura | | Ability-1-Name = Burning Aura | ||
| Ability-1-Type = Su | | Ability-1-Type = Su, Aura (10' radius) | ||
<!-- 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" --> | ||
| Ability-1-Action-Required = Automatic | |||
<!-- 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. --> | |||
| Ability-1-Concentration = | | Ability-1-Concentration = | ||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it --> | ||
| Ability-1-Description = Any enemy creature which begins its turn within ten feet of an Inferno Skeleton, or who strikes it with a melee weapon (regardless of reach), takes {{ | | Ability-1-Description = Any enemy creature which begins its turn within ten feet of an Inferno Skeleton, or who strikes it with a melee weapon (regardless of reach), takes {{Special-Swift-Dmg}} points of {{dmg|fire}} damage with no saving throw allowed. This ability can only damage a given foe once per round, per skeleton. | ||
<!-- 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 = | |||
}} | |||
--> | |||
<!-- SPECIAL ABILITY 2 --> | |||
| | | Ability-2-Name = Fireblast | ||
| | | Ability-2-Type = Su | ||
<!-- | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| | | Ability-2-Action-Required = Standard Action 1/Rnd | ||
<!-- | <!-- 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. --> | |||
| | | Ability-2-Concentration = | ||
<!-- | <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | ||
| | | Ability-2-Description = Once per round as a standard action, the Inferno Skeleton may hurl forth a mass of flame. This bursts at the point of their choosing, dealing {{Special-Standard-Dmg}} points of {{dmg|fire}} damage to all creatures in a 7-by-7-square burst centered on a target square. The maximum range of fireblast is 500 feet. Affected creatures (see Selective feat above) may make a Reflex save, DC {{Save-DC}}, for half damage. | ||
<!-- 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 = | |||
}} | |||
<!-- SPECIAL ABILITY | --> | ||
<!-- SPECIAL ABILITY 3 --> | |||
| Ability- | | Ability-3-Name = Funeral Pyre | ||
| Ability- | | Ability-3-Type = Su | ||
<!--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"--> | ||
| Ability- | | Ability-3-Action-Required = Automatic Upon Death | ||
<!-- 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. --> | |||
| Ability-3-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | ||
| Ability- | | Ability-3-Description = Whenever an Inferno Skeleton is reduced to zero hit points or less, Funeral Pyre erupts from their remains as a triggered free action. All creatures within 30 feet of the square in which the skeleton died take {{Special-Standard-Dmg}} points of {{dmg|darkfire}} damage. Enemies are allowed a Fort save against a DC of {{Save-DC}} to reduce the damage by half. | ||
<!-- 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 = | |||
}} | |||
--> | |||
<!-- SPECIAL ABILITY 4 --> | |||
| | | Ability-4-Name = | ||
| | | Ability-4-Type = | ||
<!-- | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| | | Ability-4-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. --> | |||
| | | Ability-4-Concentration = | ||
<!-- | <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | ||
| | | Ability-4-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 = | |||
}} | |||
<!-- SPECIAL ABILITY | --> | ||
<!-- SPECIAL ABILITY 5 --> | |||
| Ability- | | Ability-5-Name = | ||
| Ability- | | Ability-5-Type = | ||
<!--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"--> | ||
| Ability- | | Ability-5-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. --> | |||
| Ability-5-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | ||
| Ability- | | Ability-5-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 = | |||
}} | |||
--> | |||
<!-- SPECIAL ABILITY 6 --> | |||
| | | Ability-6-Name = | ||
| | | Ability-6-Type = | ||
<!-- | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| | | Ability-6-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. --> | |||
| | | Ability-6-Concentration = | ||
<!-- | <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | ||
| | | Ability-6-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 = | |||
}} | |||
<!-- SPECIAL ABILITY | --> | ||
<!-- SPECIAL ABILITY 7 --> | |||
| Ability- | | Ability-7-Name = | ||
| Ability- | | Ability-7-Type = | ||
<!--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"--> | ||
| Ability- | | Ability-7-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. --> | |||
| Ability-7-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | ||
| Ability- | | Ability-7-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 = | |||
}} | |||
--> | |||
<!-- SPECIAL ABILITY 8 --> | |||
| | | Ability-8-Name = | ||
| | | Ability-8-Type = | ||
<!-- | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| | | Ability-8-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. --> | |||
| | | Ability-8-Concentration = | ||
<!-- | <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | ||
| | | Ability-8-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 = | |||
}} | |||
<!-- SPECIAL ABILITY | --> | ||
<!-- SPECIAL ABILITY 9 --> | |||
| Ability- | | Ability-9-Name = | ||
| Ability- | | Ability-9-Type = | ||
<!--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"--> | ||
| Ability- | | Ability-9-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. --> | |||
| Ability-9-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | ||
| Ability- | | Ability-9-Description = | ||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables | |||
<!-- 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 RESURRECTION POWER | |||
HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY | |||
This section lets you write a custom resurrection power for Heavies, Tanks, | |||
Threats, and Villains, replacing the rez power that they get by default. | |||
This ability will only appear if this monster is designated as a Heavy, Tank | |||
Threat, or Villain role. All other times, it will be invisible. --> | |||
| Role-Only--Replace-Rez-Power--Name = Scattered Bones | |||
| | | Role-Only--Replace-Rez-Power--Type = Ex | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| | | 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 | ||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| | | Role-Only--Replace-Rez-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-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 | |||
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 = | |||
}} | |||
--> | |||
<!-- ADD KILLER ONLY POWER | |||
KILLER ROLE ONLY | |||
This section lets you write a custom power that will only display if this | |||
monster is given the "Killer" role. Any other time, this ability will be invisible. | |||
It does not replace any of the default powers that killers normally get. --> | |||
| | | Role-Only--Add-Killer-Power--Name = | ||
| Role-Only--Add-Killer-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Add-Killer-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--Add-Killer-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--Add-Killer-Power--Description = | ||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
| Ability- | {{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 "SHOUTED COMMAND" POWER | |||
LEADER ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Leader" role. It replaces the default "Shouted Command" power, which | |||
lets Leaders give an ally a Standard Action once per round as a Free Action. | |||
Leave this blank if you want the "Shouted Command" power to appear when this monster | |||
is designated as a "Leader" role. --> | |||
| | | Role-Only--Replace-Leader-Power--Name = | ||
| | | Role-Only--Replace-Leader-Power--Type = | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| | | Role-Only--Replace-Leader-Power--Action-Required = | ||
<!--Values: | <!-- 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-Leader-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-Leader-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 "LASH OUT" POWER | |||
LEGEND ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Legend" role. It replaces the default "Lash Out" power, which | |||
grants Legends a bonus attack action each round, but only against a fresh target. | |||
Leave this blank if you want the "Lash Out" power to appear when this monster | |||
is designated as a "Legend" role. --> | |||
| Role-Only--Replace-Legend-Power--Name = | |||
| Role-Only--Replace-Legend-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
<!-- | | Role-Only--Replace-Legend-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-Legend-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-Legend-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 "PACKED LIKE SARDINES" POWER | |||
MINION ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Minion" role. It replaces the default "Packed Like Sardines" power, | |||
which allows minions to squeeze into the same space with another minion without | |||
penalty. Leave this blank if you want the "Packed Like Sardines" power to appear | |||
when this monster is designated as a "Minion" role. --> | |||
| | | Role-Only--Replace-Minion-Power--Name = | ||
| | | Role-Only--Replace-Minion-Power--Type = | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| | | Role-Only--Replace-Minion-Power--Action-Required = | ||
<!--Values: | <!-- 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-Minion-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-Minion-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 "DEADSHOT" POWER | |||
SHOOTER ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Shooter" role. It replaces the default "Deadshot" power, which allows | |||
shooters to use any of their other special abilities at range, even if they are | |||
normally melee only. Leave this blank if you want the "Deadshot" power to appear | |||
when this monster is designated as a "Shooter" role. --> | |||
| Role-Only--Replace-Shooter-Power--Name = | |||
<!-- | | Role-Only--Replace-Shooter-Power--Type = | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| | | Role-Only--Replace-Shooter-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-Shooter-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-Shooter-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 = | |||
}} | |||
--> | |||
<!-- ADD SKIRMISHER ONLY POWER | |||
SKIRMISHER ROLE ONLY | |||
This section lets you write a custom power that will only display if this | |||
monster is given the "Skirmisher" role. Any other time, this ability will be | |||
invisible. It does not replace any of the default powers that skirmishers | |||
normally get. --> | |||
| | | Role-Only--Add-Skirmisher-Power--Name = | ||
| | | Role-Only--Add-Skirmisher-Power--Type = | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| | | Role-Only--Add-Skirmisher-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--Add-Skirmisher-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--Add-Skirmisher-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 "FLASH BOMB!" POWER | |||
SNEAK ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows | |||
sneaks to initiate a stealth stance even while observed (hide in plain sight). | |||
Leave this blank if you want the "Flash Bomb!" power to appear when this monster | |||
is designated as a "Sneak" role. --> | |||
| Role-Only--Replace-Sneak-Power--Name = | |||
| | | Role-Only--Replace-Sneak-Power--Type = | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| | | Role-Only--Replace-Sneak-Power--Action-Required = | ||
<!--Values: | <!-- 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-Sneak-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-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 | |||
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 = | |||
}} | |||
--> | |||
<!-- COMBAT TACTICS --> | <!-- COMBAT TACTICS --> | ||
| CombatTactics = Inferno Skeletons are on fire, which means they emit light, exactly as a torch. This means that stealth is impossible for them, and they don't really get much use out of any darkvision they have. | | CombatTactics = Inferno Skeletons are on fire, which means they emit light, exactly as a torch. This means that stealth is impossible for them, and they don't really get much use out of any darkvision they have. | ||
Inferno Skeletons are not skilled tacticians. Their masterful strategy consists of 'burn up everything alive with fire'. They start out with Fireblast as soon as they see a living target, and they keep right on doing it. They will not close the distance unless their foe is demonstrably fireproof: An Inferno Skeleton has an unending supply of Fireblasts, they can pour down flames forever if they have to. They are not stupid, however, and will use their Selective feat to spare their allies. | |||
If a foe is shrugging off their fire, they will choose softer targets. If the fireproof foe is all that is left, they will close on it and attempt to bite and claw it. If an Inferno Skeleton is heavily damaged, it will spend a move action to run into the middle of a crowd of enemies, suicidally tempting attacks of opportunity. It is, of course, hoping to die where its Funeral Pyre will burn as many enemies as it can, while simultaneously healing any undead caught in the blast. | |||
Inferno Skeletons will not deliberately 'mess up' an attack plan, but they definitely have absolutely zero sense of self preservation: If they are destroyed in battle, the agonizing flames they are baking in will cease, at least for a little while. It is unlikely an Inferno Skeleton will ever use melee attacks except against fireproof enemies, but they are very good at them, and their fiery bite is a potent attack of opportunity that they will not hesitate to use. | |||
<!-- OUT OF COMBAT | <!-- OUT OF COMBAT --> | ||
| OutOfCombat = Inferno Skeletons have been proven to be eerily, supernaturally intelligent, although the awful wisp of murder that animates them is definitely not the person who once inhabited the remains. Like all Skeletons, Inferno Skeletons are utterly driven to murder as many of the living as they can. | | OutOfCombat = Inferno Skeletons have been proven to be eerily, supernaturally intelligent, although the awful wisp of murder that animates them is definitely not the person who once inhabited the remains. Like all Skeletons, Inferno Skeletons are utterly driven to murder as many of the living as they can. | ||
Given their intelligence, many sages, ciphers, and wizards have tried to draw some connection between Inferno Skeletons and Liches. Inferno Skeletons do not cast spells, their awful powers being purely supernatural, but they know a great deal about magic and have the Selective Spell feat, which they use with their Fireblast power, even though Fireblast is not a spell.... Despite all study, no such link has ever been reported, although in fairness, most who exhibit an unhealthy interest in such things usually wind up as liches themselves.... | |||
{{UndeadImmortality | |||
| Time = Decade | |||
<!-- Values: Millennia, Century, Decade, Year, Moon, Week, Day --> | |||
| Condition = Standard | |||
<!-- Values: Standard, Phylactery, Cult, Momento --> | |||
}} | |||
Latest revision as of 21:49, 4 February 2023
Inferno Skeleton (CR 12)
Pure Evil - Medium - Undead |
---|
Lore: | Know (Religion) | ||
22 | 41 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
32 | +22 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
- Walk 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
289 | 144 | 22 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +14 |
Refl: | +10 |
Will: | +10 |
Strong Against:
- DR 12/Bludgeoning (physical, common)
- ER 22/Fire (energy, common)
- (Undead 1) Immune (no effect): diseases (infected, diseased, blighted), poisons (tainted, poisoned, blighted), ability damage (dilution, damage, drain), and essence damage (suppression, omission, destruction)
- (Undead 2) Immune (no effect): bleeds (bruised, bleed, ruptured), fatigued, exhausted
- (Undead 3) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
- (Undead 4) Immune (no effect): any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Offense
Standard Attack (Melee):
Full Attack (Melee):
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
16 |
STR |
16 |
DEX |
— |
CON |
20 |
INT |
14 |
WIS |
12 |
CHA |
Skills:
- Knowledge (Arcana): 19
- Knowledge (Local): 19
- Perception: 22
- All other skills: 14 (no ranks)
Languages: Thanic, Common
Feats:
- Selective (EFFECT: Exclude two or more targets from an AOE spell.)
Special Abilities
Burning Aura (Su, Aura (10' radius)) Automatic |
Any enemy creature which begins its turn within ten feet of an Inferno Skeleton, or who strikes it with a melee weapon (regardless of reach), takes 3d6+5 points of fire (energy, common) damage with no saving throw allowed. This ability can only damage a given foe once per round, per skeleton. |
Fireblast (Su) Standard Action 1/Rnd |
Once per round as a standard action, the Inferno Skeleton may hurl forth a mass of flame. This bursts at the point of their choosing, dealing 3d8+9 points of fire (energy, common) damage to all creatures in a 7-by-7-square burst centered on a target square. The maximum range of fireblast is 500 feet. Affected creatures (see Selective feat above) may make a Reflex save, DC 22, for half damage. |
Funeral Pyre (Su) Automatic Upon Death |
Whenever an Inferno Skeleton is reduced to zero hit points or less, Funeral Pyre erupts from their remains as a triggered free action. All creatures within 30 feet of the square in which the skeleton died take 3d8+9 points of darkfire (energy, rare) damage. Enemies are allowed a Fort save against a DC of 22 to reduce the damage by half. |
Inferno Skeleton
Inferno Skeletons are magically imbued with elemental fire during their creation, a process which involves the ritual sacrifice of a fire elemental. For the sort of foul necromancers that can create an Inferno Skeleton, capturing a small fire elemental is child's play. Inferno Skeletons always have fire around their skulls, like some mockery of hair, blowing in the wind. While in combat, Inferno Skeletons are completely enshrouded in flames, their dry, charred bones cracking under the heat, as marrow boils. Their curse of immortality prevents the fire from debilitating them.
Perhaps worse than their fire, or the constant dry sizzle of their cooking marrow, or the horrendous stench of charred meat they emanate, is the fact that unlike lesser breeds of Skeletons, Inferno Skeletons are sentient. If you look into the black, charred holes in their skulls that serve as eyes, there is absolutely some terrible, agonized, murderous presence looking back.
An Inferno Skeleton's existence is pain. Whatever the dire spark is that grants them their intelligence, it does not like the fact that it must burn eternally, and that pain drives Inferno Skeletons to kill as many of the living as fast as they can.
Inferno Skeletons, like most skeletons with minds, are not the person they were in life. No, something else, some murderous dark spirit of death and malice, is the driving intelligence of the Inferno Skeleton, and almost the only constant of their existence is their desire to kill every living thing they can find.
Inferno Skeletons are not warriors, unlike many of their bony kin. Inferno Skeletons are not devious combatants or skilled at maneuver and melee. But Inferno Skeletons do not feel that lack, as they more than make up for it with sheer destructive flame. Inferno Skeletons can and will work with other skeletons, but they are there for the massive firepower they can grant, not any martial skill.
Combat Tactics
Inferno Skeletons are on fire, which means they emit light, exactly as a torch. This means that stealth is impossible for them, and they don't really get much use out of any darkvision they have.
Inferno Skeletons are not skilled tacticians. Their masterful strategy consists of 'burn up everything alive with fire'. They start out with Fireblast as soon as they see a living target, and they keep right on doing it. They will not close the distance unless their foe is demonstrably fireproof: An Inferno Skeleton has an unending supply of Fireblasts, they can pour down flames forever if they have to. They are not stupid, however, and will use their Selective feat to spare their allies.
If a foe is shrugging off their fire, they will choose softer targets. If the fireproof foe is all that is left, they will close on it and attempt to bite and claw it. If an Inferno Skeleton is heavily damaged, it will spend a move action to run into the middle of a crowd of enemies, suicidally tempting attacks of opportunity. It is, of course, hoping to die where its Funeral Pyre will burn as many enemies as it can, while simultaneously healing any undead caught in the blast.
Inferno Skeletons will not deliberately 'mess up' an attack plan, but they definitely have absolutely zero sense of self preservation: If they are destroyed in battle, the agonizing flames they are baking in will cease, at least for a little while. It is unlikely an Inferno Skeleton will ever use melee attacks except against fireproof enemies, but they are very good at them, and their fiery bite is a potent attack of opportunity that they will not hesitate to use.
Out of Combat
Inferno Skeletons have been proven to be eerily, supernaturally intelligent, although the awful wisp of murder that animates them is definitely not the person who once inhabited the remains. Like all Skeletons, Inferno Skeletons are utterly driven to murder as many of the living as they can.
Given their intelligence, many sages, ciphers, and wizards have tried to draw some connection between Inferno Skeletons and Liches. Inferno Skeletons do not cast spells, their awful powers being purely supernatural, but they know a great deal about magic and have the Selective Spell feat, which they use with their Fireblast power, even though Fireblast is not a spell.... Despite all study, no such link has ever been reported, although in fairness, most who exhibit an unhealthy interest in such things usually wind up as liches themselves....
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 approximately a decade 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 ten 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: 19,200
Treasure: Sellable Goods worth 12,875 gp.
- Weight: 120 lbs. Volume: 4.8 cu. ft.
- The charcoal left after an Inferno Skeleton is smashed is very, very valuable to the right buyer, steeped in both flame and death.
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) |