Decrepit Skeleton: Difference between revisions
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=== Defense === | === Defense === | ||
'''AC''' 14, '''touch''' | '''AC''' 14, '''touch''' 11, '''flat-footed''' 13 (+3 armor, +1 dex, +0 natural, +0 deflection) | ||
'''hp''' 20 | '''hp''' 20 | ||
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Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10 | Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10 | ||
'''Base Atk''' +1; '''CMB''' + | '''Base Atk''' +1; '''CMB''' +3; '''CMD''' 15 | ||
'''Feats''' Quick Draw (EFFECTS: If forced into melee, can switch to their sword as a swift action.) | '''Feats''' Quick Draw (EFFECTS: If forced into melee, can switch to their sword as a swift action.) |
Revision as of 16:27, 26 July 2014
Decrepit Skeleton (CR 1)
Skeletons are the animated bones of the dead, brought to unlife through foul magic. While most skeletons are mindless automatons, they still possess an evil cunning imparted to them by their animating force -— a cunning that allows them to wield weapons and wear armor.
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 in particular are less durable than others of their ilk but are more flexible, with a bow to provide ranged attacks.
General
CR 1 Hit Dice 2
XP 400
NE Medium Undead
Init +2; Senses Darkvision 60', Perception +0
Defense
AC 14, touch 11, flat-footed 13 (+3 armor, +1 dex, +0 natural, +0 deflection)
hp 20
Fort +1, Ref +1, Will +4
Aura: -
SR: -
Special Defenses: DR 5/bludgeoning
Immunities:
- all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)
- disease, poison, ability damage, ability drain, energy drain
- death effects, necromancy effects, sleep effects
- nonlethal damage
- paralysis, stunning, fatigue, exhaustion
- any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Weaknesses: Cannot heal damage on its own, but healed by negative energy.
Offense
Speed 30 ft.
Single Melee rusty spear +4 (1d8/19-20x2)
Full Melee rusty spear +4 (1d8/19-20x2)
Ranged rusty shortbow +4 (1d8/x2)
Special Attacks Step In And Strike
Action Points 0
Statistics
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Quick Draw (EFFECTS: If forced into melee, can switch to their sword as a swift action.)
Skills
Languages None
Special Abilities
- Step In and Strike
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.
- 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.
- Damage Resistance
Skeletons are highly resistant to all physical damage except bludgeoning
- 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. 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.
Treasure
sell value of approximately 213 gp
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 Quickdraw ability to switch weapons between ranged and melee with un-nerving speed. In all cases, unless directed by other monsters, they will fight to destruction.