Skeleton Legionnaire (CR 3)
Neutral Evil - Medium - Undead
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Initiative
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5
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Defense
AC
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19
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Man Def
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17
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Monster Health
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51 |
25 |
4
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Hit Points |
Bloodied |
Hit Dice
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Saving Throws
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Fort: |
+1
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Refl: |
+6
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Will: |
+1
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Strong Against:
- DR 5/bludgeoning
- (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)
Weak Against:
Offense
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Size: |
Medium
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5 ft. |
5 ft.
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Space |
Reach
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To-Hit
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+6
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Man Off
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+5
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Standard Attack (Melee):
- 1x Longsword +6 (1d8+1/19-20 x2)
as undefined damage type
Full Attack (Melee):
- 3x Longsword +6 (1d8+1/19-20 x2)
as undefined damage type
Standard Attack (Ranged):
- 1x Javelin +6 (1d8+1/19-20 x2)
as undefined damage type
(Increment: 30 ft.; Max Range: 150 ft.)
Full Attack (Ranged):
- 3x Javelin +6 (1d8+1/19-20 x2)
as undefined damage type
(Increment: 30 ft.; Max Range: 150 ft.)
Siege Damage: Not siege capable
Statistics
Special Abilities
Improved Feint (Su)
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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.
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Step In and Strike (Su)
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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.
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Damage Resistance (Su)
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Skeletons are highly resistant to all physical damage except bludgeoning.
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Skeleton Legionnaire
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.
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.
Rewards
XP: 800
Treasure: Sellable Goods worth 813 gp.
- Weight: 30 lbs. Volume: 1.2 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
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1 - 10 |
Nothing Found
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11 - 14 |
1 Languid Remnant (tier 1)
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15 - 17 |
1 Pale Remnant (tier 2)
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18 - 19 |
1 Bright Remnant (tier 3)
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20 |
Roll on Table 2
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### |
Nothing to see here!
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### |
Or here. Move along.
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Table 2: Remnant(s) Found
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1 - 5 |
3 Languid Remnants (tier 1)
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6 - 10 |
3 Pale Remnants (tier 2)
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11 - 14 |
1 Intense Remnant (tier 4)
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15 - 17 |
1 Blazing Remnant (tier 5)
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18 - 19 |
1 Vital Remnant (tier 6)
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20 |
Roll on Table 3
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### |
Or here. Move along.
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Table 3: Remnant(s) Found
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1 - 5 |
3 Bright Remnants (tier 3)
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6 - 8 |
3 Intense Remnants (tier 4)
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9 - 11 |
3 Blazing Remnants (tier 5)
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12 - 14 |
3 Vital Remnants (tier 6)
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15 - 17 |
1 Prime Remnant (tier 7)
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18 - 19 |
1 Mythic Remnant (tier 8)
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20 |
1 Empyrean Remnant (tier 9)
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