Skeleton Legionnaire: Difference between revisions
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=== SPECIAL ABILITIES === | === SPECIAL ABILITIES === | ||
; Improved Feint (Su) | ; Improved Feint (Su) | ||
As a move action, the skeleton legionnaire can use Bluff to feint in combat, causing its opponent to be denied his Dexterity bonus to his AC against the skeleton's next attack. The DC of this check is equal to 10 + the | As a move action, the skeleton legionnaire can use Bluff to feint in combat, causing its opponent to be denied his Dexterity bonus to his AC against the skeleton's next attack. The DC of this check is equal to 10 + the target's base attack bonus + the target's Wisdom modifier. If the target is trained in Sense Motive, the DC is instead equal to 10 + the target's Sense Motive bonus, if higher. | ||
Revision as of 02:26, 31 December 2015
Skeletal Legionnaire (CR 3)
A Skeleton Legionnaire is a deathly shadow of the heroic legions of warriors who march in the sunlight. They are found by old battlefields, along ancient grave sights, in the moldering hulks of long-sunken troop transports, anywhere there was martial death in numbers.
Skeleton Legionnaires are even more durable than plain skeletons, the clattering remains of armor serving to protect them in the battle they excelled at in life. Although as mindless as any skeleton, Legionnaires have a ghastly remnant of their martial skill, and will fight with startling ability and skill.
GENERAL
CR 3 Hit Dice 4
XP 800
NE Medium Undead
Init +2; Senses darkvision 60 ft, Perception +5
DEFENSE
AC 19, touch 13, flat-footed 16 (+4 armor, +3 dex, +2 natural, +0 deflection)
hp 37
Fort +2, Ref +6, Will +2
Aura: -
SR: -
Special Defenses: DR 5/bludgeoning
Immunities: Undead Traits
Weaknesses: -
OFFENSE
Speed 30 ft.
Space / Reach: 5 ft. / 5 ft.
Single Melee Longsword +6 (1d8+3/19-20x2)
Full Melee 2x Longsword +6 (1d8+3/19-20x2)
Ranged Javelin +5 (1d8+4/x2), range increment 30 feet
Full Ranged 2x Javelin +5 (1d8+4/x2), range increment 30 feet
Special Attacks Step In and Strike, Improved Feint
Action Points 0
STATISTICS
Str 18, Dex 19, Con -, Int 3, Wis 3, Cha 14
Base Atk +3; CMB +5; CMD 17
Feats Improved Feint
Skills Bluff +5
Languages None
SPECIAL ABILITIES
- Improved Feint (Su)
As a move action, the skeleton legionnaire can use Bluff to feint in combat, causing its opponent to be denied his Dexterity bonus to his AC against the skeleton's next attack. The DC of this check is equal to 10 + the target's base attack bonus + the target's Wisdom modifier. If the target is trained in Sense Motive, the DC is instead equal to 10 + the target's Sense Motive bonus, if higher.
- Step In and Strike (Su)
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)
Skeletons are highly resistant to all physical damage except bludgeoning
TREASURE
sell value of approximately 750 gp
COMBAT TACTICS
Skeletal Legionnaires, although dead, moldering and mindless, are still skilled warriors that should be treated with caution.
At range, they will take full attacks with their javelins and use five foot steps and their Step In and Strike ability to slowly close the range. Against foes in heavy armor, or against whom they miss with any attack, they will use their move action to make a feint check (Bluff skill based) and then hurl javelins with lethal force. (+5 to-hit, 1d8+4/x2) Skeletal Legionnaires are in no hurry to close the range, but when their foes close against them, they will again make full attacks until they miss, then they will begin to use use move actions to Feint and attack with unrelenting fury. Once in melee, they will use their five foot steps and their Step in and Strike abilities to set up flanks for themselves and avoid flanks from their foes, if possible.
Like all undead, Skeletal Warriors will never retreat and will fight to destruction without hesitation.
OUT OF COMBAT
- 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 (Su)
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. A sanctify corpse, consecrate or gentle repose spell will add ten years and a day to the time it takes for a skeleton to re-compose. A resurrection spell will bring the person associated with the skeleton back to life, destroying the necromantic bond on its corpse.