Decrepit Skeleton: Difference between revisions
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Revision as of 21:27, 1 August 2018
Decrepit Skeleton (CR 1)
Neutral Evil - Medium - Undead |
---|
Lore: | Know (Religion) | ||
2 | 16 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
12 | +2 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
31 | 15 | 2 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +0 |
Refl: | +0 |
Will: | +5 |
Strong Against:
- DR 5/Common, bypassed by bludgeoning (physical, common) damage
- (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
- (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):
- 1x Rusty Spear +3 (1d4/19-20 x2)
as piercing (physical, common)
Full Attack (Melee):
- 3x Rusty Spear +3 (1d4/19-20 x2)
as piercing (physical, common)
Standard Attack (Ranged):
- 1x Rotting Shortbow +3 (1d4/19-20 x2)
as piercing (physical, common)
(Increment: 30 ft.; Max Range: 300 ft.)
Full Attack (Ranged):
- 3x Rotting Shortbow +3 (1d4/19-20 x2)
as piercing (physical, common)
(Increment: 30 ft.; Max Range: 300 ft.)
Siege Damage: Not siege capable
Statistics
15 |
STR |
14 |
DEX |
Expression error: Unrecognized punctuation character "&". |
CON |
Expression error: Unrecognized punctuation character "&". |
INT |
10 |
WIS |
10 |
CHA |
Feats:
- Quick Draw (EFFECT: Draw weapon as a free action, sheathe weapon as a swift action)
Special Abilities
Step In and Strike (Su) |
Prior to making any attack, whether melee or ranged, a decrepit 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. This step may only be towards an enemy (i.e. it must move closer or remain at the same distance from an enemy; it cannot be used to move further away). |
Damage Resistance (Su) |
Skeletons are highly resistant to all physical damage except bludgeoning. |
Decrepit Skeleton
Through dark necromantic power, a corpse can be transformed into a skeleton, shedding its flesh and becoming inhabited by the captured soul of a fallen warrior. Skeletons are nearly always mindless, but surprisingly, this is rarely much of a disadvantage for them. The warrior spirit inhabiting the body moves by reflex, demonstrating an ingrained martial prowess that makes skeletons notoriously effective combatants.
Skeletons are motivated by an intense hatred and jealously towards living things. They yearn only to crush that spark of life from everything they can reach.
- Decrepit Skeletons are less durable than others of their ilk but are still worthy opponents, often wielding a bow to make ranged attacks against their chosen prey.
Combat Tactics
Decrepit Skeletons are totally non-intelligent but they have a fierce desire to kill the living. The will use their free five foot step every round to get closer to more living foes. If they are not in melee range they will use their ranged attacks until they can engage in melee with the living. They will use their Quick Draw ability to switch weapons between ranged and melee with unnerving speed. In all cases, unless directed by other monsters, they will fight to destruction.
Out of Combat
Immortality
- Skeletons cannot be killed by normal means. However, low-level skeletons like these may lie shattered and dormant after being defeated for decades or even centuries before rising again to seek to rid the world of life. Casting any of Sanctify Corpse (Spell), Consecrate (Spell) or Gentle Repose (Spell) will add ten years and a day to the time it takes for a skeleton to re-compose. Resurrection (Spell) will bring the person associated with the skeleton back to life, destroying the necromantic bond on its corpse.
- Rusty Equipment
- 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.
Rewards
XP: 400
Treasure: Sellable Goods worth 219 gp.
- Weight: 10 lbs. Volume: 0.4 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 | |
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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) |