Janissary Skeleton: Difference between revisions
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Improved Feint; EFFECT: Make a Bluff check to feint as a move action | Improved Feint; EFFECT: Make a Bluff check to feint as a move action | ||
Step In And Strike; | Step In And Strike; EFFECT: Free five foot step every round | ||
'''Action Points''' 0 | '''Action Points''' 0 |
Revision as of 23:38, 23 May 2015
Skeleton Janissary (CR 11)
Skeleton Janissarys look like better maintained, better equipped, and more skilled Skeleton Legionnaires.
Unlike lesser skeletons, Janissarys are not identical units. Instead, each one has some small distinct element to it, such as a decorated weapon or a tassel upon a sword hilt, small touches of personalization. The reason is simple. Unlike all other lesser skeletons, Janissarys are sentient. When you look into the empty black eye sockets of a Janissary, there is unmistakeably something terrible looking back. They are individuals, with mannerisms and foibles and personalities, made all the more terrible by their utter hatred of life.
A Skeleton Janissary is driven by a cold, calculating mind, one that is first and foremost a professional killer, implacably the enemy of everything that lives and absolutely murderous in their drive to kill. Like all skeletons, Janissarys are driven by a coldly implacable hatred of the living.
It should be noted that Skeleton Janissarys, unlike Vampires or Morhg's or even Mummys and Liches, do NOT have the same mind in undeath that they had in life. Intelligent skeletons are inhabited by terrible spirits of murderous will. They are alien, inhuman, genderless things that have no memory of the bones they now command. A Skeleton Janissary created from the bones of a saint is just as murderous and vile as one created from the bones of a murderer.
Once a Janissary has sensed the existence of the living, they are completely unwavering in their drive to exterminate them. Nothing will stop them, nothing will dissuade them, they know no fear or failure, they keep coming until they win or are destroyed. But Janissarys are not stupid. If they see the living and are undetected, they will withdraw to prepare an ambush, or wait until the living have to sleep, and attack witht he advantage whenever possible.
Their desire to kill is backed up by a scary degree of skill. Janissarys are smart, vicious combatants who will do everything they can to fight dirty. They will set up encirclements and defilades, they will provide cover fire for each other, they will coup de grace any wounded, they will ignore strong melee players if they can possibly reach a soft target, they will set up traps and ambushes, they use good, dangerous tactics. 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 begin to build a battering ram, or get fire to burn their prey out.
GENERAL
CR 11 Hit Dice 16
XP 12,800
NE, Medium, Undead
Init +7; Senses darkvision 90ft, Perception +19
DEFENSE
AC 31, touch 19, flat-footed 26 (+7 armor, +5 dex, +5 natural, +4 deflection)
hp 229
Fort +11, Ref +11, Will +14
Aura: -
SR: -
Special Defenses: DR15/bludgeoning
Immunities: :
- Intelligent undead ARE susceptible to mind affecting attacks!
- 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: Has an Int score, so may know to heal itself with Negative Energy
OFFENSE
Speed 30 ft., Climb 20 ft.
Space / Reach: 5 ft. / 5 ft.
Single Melee Personalized Sword +17 (2d8+6/19-20x2)
Full Melee 3x Personalized Sword +17 (2d8+6/19-20x2)
Ranged Tasseled Javelins +18 (2d8+6/x2) range increment 30 feet
Special Attacks
Combat Maneuvers; EFFECT: AC 35 vs Attacks of Opportunity due to their movement
Improved Feint; EFFECT: Make a Bluff check to feint as a move action
Step In And Strike; EFFECT: Free five foot step every round
Action Points 0
STATISTICS
Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX <copy from source>
Base Atk +11; CMB +17; CMD 27
Feats <pick one or two thematically relevant feats; avoid complicated ones.>
Skills <choose only if relevant, values around 1.5 x creature’s CR>
Languages <copy from source>
SPECIAL ABILITIES
<special abilities should have a save DC 20>
<special attack damage (standard action): 6d6>
<special attack damage (aoe’s, swift actions or inflicting status effects): 3d6>
- <ability name>
<ability description>
- <ability name>
<ability description>
TREASURE
sell value of approximately 6,500 gp
COMBAT TACTICS
<describe typical actions taken during combat here>