Skeletal Creature

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Not just anybody can do this, you know. Well, okay, they can if they have this pattern. But otherwise...

Skeletal Creature Pattern (+1 CR)

Alignment: changes to Pure Evil
Type: changes to Undead
Subtype: add Skeletal to subtypes


Skeletal Creature is a pattern that is classically used to convert a humanoid monster into a dead, vile, skeletal version of itself. They are only bones, all flesh stripped away, leaving a frightening thing draped with the moldering remains of their gear, some supernatural murderous spirit guiding the bones to murder, and murder, and murder.... Skeletal Drow, Skeletal Duergar, Orc Skeletons, Hobgoblin Skeletons, Bugbear Skeletons, Gnoll Skeletons, etc, etc, etc, the list of uses is very long indeed.

But it doesn't end there! Giants are also good candidates for this Pattern, and Skeletal Fire Giants have all the abilities they possessed in life, while being undead murder-machines. Skeletal Devils, Skeletal Driders, Skeletal Maddened, Skeletal Kobolds, Hyenas, Boars, Dire Bears, Tigers, etc, etc, etc....

What about the really odd creatures out there? Elementals, for example, are poor candidates for the skeletal pattern, but the GM may rule by fiat that it is allowed if it advances their story. Vermin, such as Saw Beetles or Spiders, may or may not be a good 'fit', assuming whether an exoskeleton counts as 'bones' in a GM's world. Puddings are usually not able to use this pattern, although a GM could rule that puddings in their world have internal 'skeletons' like a jagged, awful sponge, and thus allow it.

The use of this pattern can require some creative juices from the GM, but we encourage people to try things and see how they like it. A frequent issue with the Skeletal Pattern is the application of this Pattern to Swallowers. The T-Rex, for example, can certainly be 'skeletal' (and it is a classic), but can it Swallow creatures if it doesn't have a stomach? The GM can reduce the CR by 1 and remove such 'flesh-based' abilities, or leave them in and rule victims are caged in ribs until they can escape.

The possibilities of this Pattern for telling stories are immense, and GM's are encouraged to be creative, flexible, and fearless as they tell the stories THEY want to tell! Entire cities of skeletons, whole Planes even, intelligent skeletal races, the possibilities are nearly endless.

This creature is long dead. All flesh has withered away, but something foul keeps it moving and killing.

General

Senses:
Perception: +1 CRs greater than base creature.
Movement Types:
  • Increase all move speeds by 10 ft.

Defense

AC: +1 CRs greater than base creature.
Hit Points: +1 CRs greater than base creature.
Fort: +1 CRs greater than base creature.
Refl: +1 CRs greater than base creature.
Will: +1 CRs greater than base creature.
Special Defenses:
  • (Skeletal Creature) Immortality (Su)

Skeletons cannot be killed by normal means. Skeletons 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 (Cleric Spell), Consecrate (Spell) or Gentle Repose (Cleric Spell) spell will add ten years and a day to the time it takes for a skeleton to re-compose. A Resurrection (Cleric Spell) spell will bring the person associated with the skeleton back to life, destroying the necromantic bond on its corpse.

Strong Against:
Weak Against:
  • (Skeletal Creature) A Skeletal Creature retains all the base creature's attacks that can be made without reliance upon flesh. Claws, Bites, weapon attacks, and the like are unaffected. Spitting acid, attacks with tentacles, swallow attacks which require a stomach, etc, are removed unless the GM rules otherwise. Attacks and Abilities are unchanged. If the base creature used a flesh-based attack (tentacles, buffets, swallowing, constrictions, etc) for a large portion of its damage, the GM should lower the CR (challenge rating) or disallow use of the monster as a Skeletal Creature.

Offense

Space / Reach: - / -
To-Hits: +1 CRs greater than base creature.
Damage: +1 CRs greater than base creature.
Maneuver Offense: +1 CRs greater than base creature.
Save DC's: +1 CRs greater than base creature.

Statistics

Str:     Dex:     Con:     Int: 0    Wis:     Cha:
Feats:
Skills:
  • creature loses -1 CRs to all existing skill values.
Languages:

Special Abilities

Quick Feint (Su; Skeletal Creature Pattern)

As a swift action, Skeletal Creatures can make a Feint in combat, causing opponents to be flat-footed against the skeleton's next attack. They make a Maneuver Offense check (d20 + 3) against the targets Maneuver Defense, and if they equal or exceed that target, they gain the flat-footed bonus on their next attack.

Step In and Strike (Su; Skeletal Creature Pattern)

Prior to making any attack, whether melee or ranged, a Skeletal Creature 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.