Skeleton Soldier: Difference between revisions
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{{Template:Monster | |||
| CR = 8 | |||
| MonsterName = Skeleton Soldier | |||
| Image = skeleton_soldier_1.jpg | |||
<!--Value: file name and extension only (e.g. "monster_picture.jpg")--> | |||
| Role = | |||
<!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank--> | |||
| Description = 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. | |||
| Alignment = Neutral Evil | |||
<!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil--> | |||
| Size = Medium | |||
<!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic--> | |||
| Type = Undead | |||
<!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin--> | |||
| Subtype = | |||
<!--If any--> | |||
| NudgeBasicLoreValue = | |||
<!-- 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 --> | |||
| NudgeFullLoreValue = | |||
<!-- 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 --> | |||
| NudgeInit = +4 | |||
<!--CR 8 INITIATIVE = +4 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | |||
| Senses = [[Standard Vision]], [[Darkvision]] 60 ft. | |||
<!--List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") --> | |||
<!-- [[Standard Vision]], [[Low-Light Vision]], [[Darkvision]], [[Heartsight]] --> | |||
<!-- [[Standard Hearing]], [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] --> | |||
<!-- [[Standard Scent]], [[Scent]], [[Keen Scent]], [[Perfect Scent]] --> | |||
<!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]] --> | |||
| NudgePerception = | |||
<!--CR 8 PERCEPTION = +12 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-8--> | |||
| NudgeAC = | |||
<!--CR 8 AC = 27 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
: | |||
| NudgeTouchAC = | |||
<!--CR 8 TOUCH AC = 17 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeFFAC = | |||
<!--CR 8 FLAT-FOOTED AC = 21 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
== | | NudgeCMD = | ||
<!--CR 8 CMD = 26 --> | |||
| CMDNotes = | |||
<!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")--> | |||
| NudgeHitPoints = | |||
<!--CR 8 HIT POINTS = 125 --> | |||
<!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).--> | |||
<!-- SAVING THROWS --> | |||
| Fort = | |||
| Refl = | |||
| Will = S | |||
<!--CR 8 STRONG SAVE = +11; WEAK SAVE = +7 --> | |||
<!--Values: "S" (for Strong save), leave blank for Weak save | |||
* Most monsters have 1 strong save and 2 weak saves | |||
* Heavies, Tanks, Threats and Villains have 2 strong saves | |||
* Dragons have 3 strong saves--> | |||
| NudgeFort = | |||
| NudgeRefl = | |||
| NudgeWill = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| SR = | |||
<!--Values: Y (for Yes), or leave blank--> | |||
| NudgeSR = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
= | | SpecialDefenses = DR 10/Bludgeoning | ||
<!--Put any DR or ER values here--> | |||
''' | | StrongAgainst = | ||
<!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added--> | |||
'' | | Hide-Type-Strong-Against-1 = | ||
| Hide-Type-Strong-Against-2 = | |||
| Hide-Type-Strong-Against-3 = | |||
| Hide-Type-Strong-Against-4 = | |||
| Hide-Type-Strong-Against-5 = | |||
| Hide-Type-Strong-Against-6 = | |||
<!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type (if any))--> | |||
'' | | Hide-Subtype-Strong-Against-1 = | ||
| Hide-Subtype-Strong-Against-2 = | |||
| Hide-Subtype-Strong-Against-3 = | |||
| Hide-Subtype-Strong-Against-4 = | |||
| Hide-Subtype-Strong-Against-5 = | |||
| Hide-Subtype-Strong-Against-6 = | |||
<!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any))--> | |||
''' | | WeakAgainst = | ||
<!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added--> | |||
| Hide-Type-Weak-Against-1 = | |||
| Hide-Subtype-Weak-Against-1 = | |||
<!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any))--> | |||
= | | MoveTypes = Walk 30 ft. | ||
<!--List the move type and distance (in feet). (E.g. "[[Jet]] 60 ft.") --> | |||
<!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]] --> | |||
<!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]] --> | |||
<!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]] --> | |||
<!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]] --> | |||
<!-- [[Lesser Teleport]], [[Greater Teleport]] --> | |||
| NudgeSpace = | |||
<!--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 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)--> | |||
| NudgeReach = | |||
<!--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 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)--> | |||
<!-- GENERAL ATTACK INFORMATION --> | |||
= | | MeleeOrNatural = Melee | ||
<!--REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks)--> | |||
| MultipliedDamageType = | |||
<!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)--> | |||
| IgnoreSecondary = | |||
<!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster has only a single attack during a full attack (e.g. swarms)--> | |||
In melee combat, Skeleton Soldiers will use the Step In and Strike ability 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 avoid attacks of opportunity. If their attacks all missed in the previous round, they will use a move action to feint and make a single attack instead. | |||
<!-- PRIMARY ATTACK INFORMATION --> | |||
| PriAtkName = Rusty Saber Strike | |||
<!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")--> | |||
| PriAtkNotes = | |||
<!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)--> | |||
| PriAtkNotes-FullAtkOnly = | |||
<!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank--> | |||
| PriAtkVSTouchAC = | |||
<!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)--> | |||
| PriAtkIsAuto-Hit = | |||
<!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")--> | |||
| NudgePriToHit = | |||
<!--CR 8 PRIMARY TO-HIT = +15 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgePriDamage = | |||
<!--CR 8 PRIMARY NATURAL DAMAGE = 2d8+7 --> | |||
<!--CR 8 PRIMARY MELEE DAMAGE = 2d8+7 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SECONDARY ATTACK INFORMATION --> | |||
| SecAtkName = | |||
<!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none--> | |||
| SecAtkNotes = | |||
<!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)--> | |||
| SecAtkNotes-FullAtkOnly = | |||
<!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank--> | |||
| SecAtkVSTouchAC = | |||
<!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)--> | |||
| SecAtkIsAuto-Hit = | |||
<!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")--> | |||
| NudgeSecToHit = | |||
<!--CR 8 SECONDARY TO-HIT = +15 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeSecDamage = | |||
<!--CR 8 SECONDARY NATURAL DAMAGE = 2d6+1 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- TERTIARY ATTACK INFORMATION --> | |||
| TerAtkName = | |||
<!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none--> | |||
| TerAtkNotes = | |||
<!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)--> | |||
| TerAtkNotes-FullAtkOnly = | |||
<!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank--> | |||
| TerAtkVSTouchAC = | |||
<!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)--> | |||
| TerAtkIsAuto-Hit = | |||
<!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")--> | |||
| NudgeTerToHit = | |||
<!--CR 8 TERTIARY TO-HIT = +15 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeTerDamage = | |||
<!--CR 8 TERTIARY NATURAL DAMAGE = 2d8+7 --> | |||
<!--CR 8 TERTIARY MELEE DAMAGE = 2d8+7 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- QUATERNARY ATTACK INFORMATION --> | |||
| QuaAtkName = | |||
<!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none--> | |||
| QuaAtkNotes = | |||
<!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)--> | |||
| QuaAtkNotes-FullAtkOnly = | |||
<!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank--> | |||
| QuaAtkVSTouchAC = | |||
<!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)--> | |||
| QuaAtkIsAuto-Hit = | |||
<!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")--> | |||
| NudgeQuaToHit = | |||
<!--CR 8 QUATERNARY TO-HIT = +15 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeQuaDamage = | |||
<!--CR 8 QUATERNARY NATURAL DAMAGE = 2d6+1 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- RANGED ATTACK INFORMATION --> | |||
| RangedAtkName = Rusty Javelins | |||
<!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack--> | |||
| HasRangedFullAttack = | |||
<!--Values: Y (for yes), or leave blank (for no)--> | |||
| RangedAtkIncrementDistance = 30 | |||
<!--Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first--> | |||
| RangedAtkNumberOfIncrements = 5 | |||
<!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10--> | |||
| RangedAtkNotes = | |||
<!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)--> | |||
| RangedAtkNotes-FullAtkOnly = | |||
<!--Use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank--> | |||
| RangedAtkVSTouchAC = | |||
<!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)--> | |||
| RangedAtkIsAuto-Hit = | |||
<!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")--> | |||
| NudgeRangedToHit = | |||
<!--CR 8 RANGED TO-HIT = +15 --> | |||
<!--any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeRangedDamage = | |||
<!--CR 8 RANGED DAMAGE = 2d8+7 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- COMBAT MANEUVERS --> | |||
| NudgeCMB = | |||
<!--CR 8 CMB = +13 --> | |||
| CMBNotes = | |||
<!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")--> | |||
<!-- SIEGE DAMAGE INFORMATION --> | |||
| SiegeDmgCapable = | |||
<!--Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications--> | |||
| SiegeAtkName = | |||
<!--Name of siege attack (e.g. "Bite" or "Hurled Rock")--> | |||
| SiegeAtkNotes = | |||
<!--add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.)--> | |||
| SiegeAtkIncrement = | |||
<!--Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this--> | |||
| SiegeAtkNumberOfIncrements = | |||
<!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10--> | |||
| NudgeSiegeCMB = | |||
<!--CR 8 SIEGE CMB = +13 --> | |||
<!--any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeSiegeDamage = | |||
<!--CR 8 SIEGE DAMAGE = 1d6-1 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- ABILITY SCORES --> | |||
| Str = 16 | |||
| Dex = 16 | |||
| Con = - | |||
| Int = - | |||
| Wis = 14 | |||
| Cha = 18 | |||
<!-- FEATS --> | |||
| Feat1 = Improvd Feint | |||
| Feat2 = | |||
| Feat3 = | |||
| Feat4 = | |||
<!--Just the feat name; will be autolinked, and ShortDesc added--> | |||
<!-- SKILLS --> | |||
| Skill1 = Bluff | |||
| Skill2 = Movement | |||
| Skill3 = Might | |||
| Skill4 = | |||
| NudgeSkill1 = +3 | |||
| NudgeSkill2 = +3 | |||
| NudgeSkill3 = | |||
| NudgeSkill4 = | |||
<!--CR 8 SKILLS = +12 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-8--> | |||
| Skill1Notes = Used with Improved Feint | |||
| Skill2Notes = | |||
| Skill3Notes = | |||
| Skill4Notes = | |||
<!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")--> | |||
<!-- LANGUAGES --> | |||
| Languages = Thanic (can understand it, but not speak) | |||
<!--Comma-separated list--> | |||
<!-- SPECIAL ABILITIES --> | |||
<!-- ROLE-BASED SPECIAL ABILITIES --> | |||
| HideRoleReminder1 = | |||
<!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)--> | |||
| HideRoleReminder2 = | |||
<!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)--> | |||
| HideRoleReminder3 = | |||
<!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)--> | |||
| HideRoleReminder4 = | |||
<!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)--> | |||
<!-- SPECIAL ABILITY 1 --> | |||
| Ability-1-Name = Improved Feint | |||
| Ability-1-Type = Ex | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-1-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it--> | |||
| Ability-1-Description = As a move action, the skeleton can use Bluff to feint in combat, causing its opponent to be denied his Dexterity bonus to his AC against that skeleton's attacks until the beginning of his next turn. 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. | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special1ToHit}} To-Hit @ CR 8 = +15 | |||
{{#var:Special1TouchAttack}} Touch To-Hit @ CR 8 = +11 | |||
{{#var:Special1SaveDC}} Save DC @ CR 8 = 18 | |||
{{#var:Special1StandardDmg}} Std Damage @ CR 8 = 4d6+1 | |||
{{#var:Special1SwiftDmg}} Swift Damage @ CR 8 = 2d6 | |||
{{#var:Special1AlphaDmg}} Alpha Damage @ CR 8 = 8d6 | |||
--> | |||
| NudgeAbility1ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility1TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility1SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility1StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility1SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility1AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 2 --> | |||
| Ability-2-Name = Step In and Strike | |||
| Ability-2-Type = Su | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-2-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-2-Description = Once per round, 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. | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special2ToHit}} To-Hit @ CR 8 = +15 | |||
{{#var:Special2TouchAttack}} Touch To-Hit @ CR 8 = +11 | |||
{{#var:Special2SaveDC}} Save DC @ CR 8 = 18 | |||
{{#var:Special2StandardDmg}} Std Damage @ CR 8 = 4d6+1 | |||
{{#var:Special2SwiftDmg}} Swift Damage @ CR 8 = 2d6 | |||
{{#var:Special2AlphaDmg}} Alpha Damage @ CR 8 = 8d6 | |||
--> | |||
| NudgeAbility2ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility2TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility2SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility2StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility2SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility2AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 3 --> | |||
| Ability-3-Name = Damage Resistance | |||
| Ability-3-Type = Su | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-3-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-3-Description = Skeletons are highly resistant to all physical damage except bludgeoning damage. | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special3ToHit}} To-Hit @ CR 8 = +15 | |||
{{#var:Special3TouchAttack}} Touch To-Hit @ CR 8 = +11 | |||
{{#var:Special3SaveDC}} Save DC @ CR 8 = 18 | |||
{{#var:Special3StandardDmg}} Std Damage @ CR 8 = 4d6+1 | |||
{{#var:Special3SwiftDmg}} Swift Damage @ CR 8 = 2d6 | |||
{{#var:Special3AlphaDmg}} Alpha Damage @ CR 8 = 8d6 | |||
--> | |||
| NudgeAbility3ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility3TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility3SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility3StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility3SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility3AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 4 --> | |||
| Ability-4-Name = | |||
| Ability-4-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| 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 below--> | |||
<!--Available Variables: | |||
{{#var:Special4ToHit}} To-Hit @ CR 8 = +15 | |||
{{#var:Special4TouchAttack}} Touch To-Hit @ CR 8 = +11 | |||
{{#var:Special4SaveDC}} Save DC @ CR 8 = 18 | |||
{{#var:Special4StandardDmg}} Std Damage @ CR 8 = 4d6+1 | |||
{{#var:Special4SwiftDmg}} Swift Damage @ CR 8 = 2d6 | |||
{{#var:Special4AlphaDmg}} Alpha Damage @ CR 8 = 8d6 | |||
--> | |||
| NudgeAbility4ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility4TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility4SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility4StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility4SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility4AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 5 --> | |||
| Ability-5-Name = | |||
| Ability-5-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-5-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-5-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special5ToHit}} To-Hit @ CR 8 = +15 | |||
{{#var:Special5TouchAttack}} Touch To-Hit @ CR 8 = +11 | |||
{{#var:Special5SaveDC}} Save DC @ CR 8 = 18 | |||
{{#var:Special5StandardDmg}} Std Damage @ CR 8 = 4d6+1 | |||
{{#var:Special5SwiftDmg}} Swift Damage @ CR 8 = 2d6 | |||
{{#var:Special5AlphaDmg}} Alpha Damage @ CR 8 = 8d6 | |||
--> | |||
| NudgeAbility5ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility5TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility5SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility5StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility5SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility5AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 6 --> | |||
| Ability-6-Name = | |||
| Ability-6-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| 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 below--> | |||
<!--Available Variables: | |||
{{#var:Special6ToHit}} To-Hit @ CR 8 = +15 | |||
{{#var:Special6TouchAttack}} Touch To-Hit @ CR 8 = +11 | |||
{{#var:Special6SaveDC}} Save DC @ CR 8 = 18 | |||
{{#var:Special6StandardDmg}} Std Damage @ CR 8 = 4d6+1 | |||
{{#var:Special6SwiftDmg}} Swift Damage @ CR 8 = 2d6 | |||
{{#var:Special6AlphaDmg}} Alpha Damage @ CR 8 = 8d6 | |||
--> | |||
| NudgeAbility6ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility6TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility6SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility6StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility6SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility6AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 7 --> | |||
| Ability-7-Name = | |||
| Ability-7-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-7-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-7-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special7ToHit}} To-Hit @ CR 8 = +15 | |||
{{#var:Special7TouchAttack}} Touch To-Hit @ CR 8 = +11 | |||
{{#var:Special7SaveDC}} Save DC @ CR 8 = 18 | |||
{{#var:Special7StandardDmg}} Std Damage @ CR 8 = 4d6+1 | |||
{{#var:Special7SwiftDmg}} Swift Damage @ CR 8 = 2d6 | |||
{{#var:Special7AlphaDmg}} Alpha Damage @ CR 8 = 8d6 | |||
--> | |||
| NudgeAbility7ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility7TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility7SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility7StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility7SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility7AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 8 --> | |||
| Ability-8-Name = | |||
| Ability-8-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| 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 below--> | |||
<!--Available Variables: | |||
{{#var:Special8ToHit}} To-Hit @ CR 8 = +15 | |||
{{#var:Special8TouchAttack}} Touch To-Hit @ CR 8 = +11 | |||
{{#var:Special8SaveDC}} Save DC @ CR 8 = 18 | |||
{{#var:Special8StandardDmg}} Std Damage @ CR 8 = 4d6+1 | |||
{{#var:Special8SwiftDmg}} Swift Damage @ CR 8 = 2d6 | |||
{{#var:Special8AlphaDmg}} Alpha Damage @ CR 8 = 8d6 | |||
--> | |||
| NudgeAbility8ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility8TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility8SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility8StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility8SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility8AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 9 --> | |||
| Ability-9-Name = | |||
| Ability-9-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-9-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-9-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special9ToHit}} To-Hit @ CR 8 = +15 | |||
{{#var:Special9TouchAttack}} Touch To-Hit @ CR 8 = +11 | |||
{{#var:Special9SaveDC}} Save DC @ CR 8 = 18 | |||
{{#var:Special9StandardDmg}} Std Damage @ CR 8 = 4d6+1 | |||
{{#var:Special9SwiftDmg}} Swift Damage @ CR 8 = 2d6 | |||
{{#var:Special9AlphaDmg}} Alpha Damage @ CR 8 = 8d6 | |||
--> | |||
| NudgeAbility9ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility9TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility9SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility9StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility9SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility9AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- COMBAT TACTICS --> | |||
| 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. | |||
: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 move action to feint and make a single attack instead. | |||
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 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. | ||
<!-- OUT OF COMBAT --> | |||
| OutOfCombat = 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) | ; 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. | 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. | ||
Line 111: | Line 798: | ||
; Immortality (Su) | ; 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 [http://www.d20pfsrd.com/magic/all-spells/s/sanctify-corpse sanctify corpse], [http://www.d20pfsrd.com/magic/all-spells/c/consecrate consecrate] or [http://www.d20pfsrd.com/magic/all-spells/g/gentle-repose gentle repose] spell will add ten years and a day to the time it takes for a skeleton to re-compose. A [http://www.d20pfsrd.com/magic/all-spells/r/resurrection resurrection] spell will bring the person associated with the skeleton back to life, destroying the necromantic bond on its corpse. | 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 [http://www.d20pfsrd.com/magic/all-spells/s/sanctify-corpse sanctify corpse], [http://www.d20pfsrd.com/magic/all-spells/c/consecrate consecrate] or [http://www.d20pfsrd.com/magic/all-spells/g/gentle-repose gentle repose] spell will add ten years and a day to the time it takes for a skeleton to re-compose. A [http://www.d20pfsrd.com/magic/all-spells/r/resurrection resurrection] spell will bring the person associated with the skeleton back to life, destroying the necromantic bond on its corpse. | ||
}} |
Revision as of 23:17, 4 February 2017
Skeleton Soldier (CR 8)
Neutral Evil - Medium - Undead |
---|
Lore: | Know (Religion) | ||
16 | 31 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
23 | +13 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
146 | 73 | 13 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +5 |
Refl: | +5 |
Will: | +10 |
Strong Against:
- DR 10/Bludgeoning
- (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 Saber Strike +13 (2d8+6/19-20 x2)
as undefined damage type
Full Attack (Melee):
- 3x Rusty Saber Strike +13 (2d8+6/19-20 x2)
as undefined damage type
Standard Attack (Ranged):
- 1x Rusty Javelins +13 (2d8+6/19-20 x2)
as undefined damage type
(Increment: 30 ft.; Max Range: 150 ft.)
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
16 |
STR |
16 |
DEX |
— |
CON |
— |
INT |
14 |
WIS |
18 |
CHA |
Skills:
- Bluff: 16 (Used with Improved Feint)
- Might: 13
- Movement: 16
- Perception: 13
- All other skills: 8 (no ranks)
Languages: Thanic (can understand it, but not speak)
Feats:
- Improvd Feint (EFFECT: Improvd Feint (Feat))
Special Abilities
Improved Feint (Ex) |
As a move action, the skeleton can use Bluff to feint in combat, causing its opponent to be denied his Dexterity bonus to his AC against that skeleton's attacks until the beginning of his next turn. 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) |
Once per round, 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 damage. |
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.
- 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 move action to feint and make a single attack instead.
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.
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 (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.
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) |