Skeletal Creature: Difference between revisions

From Epic Path
Jump to navigation Jump to search
Line 32: Line 32:
== Defensive Ability ==
== Defensive Ability ==


A Caustic Skeleton gains the following abilities, which may be added to their Bestiary entry:
A Skeletal creature gains the following abilities, which may be added to their Bestiary entry:


<pre>
<pre>
Line 64: Line 64:


</pre>
</pre>


== Speed ==
== Speed ==

Revision as of 22:23, 26 March 2016

Skeletal Creature

'Skeletal Creature' is an inherited template that can be added to any creature that can reasonably be expected to have a skeleton, hereafter referred to as the base creature.

A Skeletal Creature uses all of the base creature's statistics and abilities except as noted below.

CR

Same as base creature +1.

Size and Type

The creature's Size does not change. It's Type becomes Undead.

Senses

All visual senses are changed to Darkvision 60 ft, unless the base creature had better darkvision already. All other senses such as scent, tremorsense, keen hearing, etc are unchanged.

Armor Class

Skeletal Creatures gain +1 AC. This is granted by adding to the base creatures natural armor bonus.

Hit Dice

No changes.

Defensive Ability

A Skeletal creature gains the following abilities, which may be added to their Bestiary entry:


'''Aura:''' - Same as Base Creature

'''SR:''' - Same as Base Creature

'''Special Defenses:''' The Skeletal Creature gains DR/Bludgeoning equal to its adjusted CR.  If it already had DR/Bludgeoning from another source, they do not stack, only the larger amount applies.

'''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 (if it has no Int), but healed by negative energy.



===OUT OF COMBAT===

; 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.

Speed

A Skeletal creature's base speed improves by ten feet in all movement categories it has.

Melee Attacks

A Skeletal Creature retains all the base creature's attacks that can be made without reliance upon flesh (such as tentacles or swallow attacks, which are removed), and its weapon and armor proficiency, if any. These attacks retain the same primary or secondary status they had for the base creature. If the base creature used a flesh-based attack for a large portion of it's damage, the GM should lower the CR or disallow use of the monster as a Skeletal Creature.

Damage

The base damage of all attacks does not change. Skeletal creatures are martially skilled, and add +2 to-hit and +2 to damage with all attacks they make.

Space and Reach

No Changes.

Offensive Ability

Aside from the changes above and below, no offensive abilities.

Ability Scores

No changes.

Base Attack Bonus

No changes.

CMB and CMD

No changes.

Feats

Feint, Improved (Feat)

Skills

Bluff, CR+10, for use with Feint, above.