Blazing Bones


Medium Undead

Hit Dice: 5d12 (32 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +2/+3
Attack: Slam +5 melee (1d4+3 plus 1d6 fire) or hurl fire +5 ranged touch (2d4 fire)
Full Attack: 2 slams +5 melee (1d4+3 plus 1d6 fire) or hurl fire +5 ranged touch (2d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Firestorm, hurl fire
Special Qualities: Absorb magical fire, damage reduction 5/bludgeoning, darkvision 60 ft., +2 turn resistance, undead traits, vulnerable to water
Saves: Fort +1, Ref +4, Will +7
Abilities: Str 17, Dex 17, Con —, Int 16, Wis 16, Cha 16
Skills: Bluff +10, Diplomacy +7, Disguise +3 (+5 acting), Hide +10, Intimidate +5, Knowledge (arcana) +10, Listen +10, Search +10, Sense Motive +10, Spellcraft +15, Spot +10, Survival +3 (+5 following tracks)
Feats: Improved Initiative, Point Blank Shot

Environment: Any land and underground
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: 6-15 HD (Medium)
Level Adjustment:
 
The creature resembles a humanoid skeleton. A nimbus of flames dances along its shoulders, while small balls of flame encircle its hands.

Blazing bones are an extremely rare type of undead, created when magic goes awry. These unfortunate souls are the result of a poorly prepared contingency spell by a wizard or cleric, who is killed by fire. This twisted magic keeps the victim in a state of undeath, forever tormented by the fire that killed it, and hopelessly insane. The only hope they have for momentary relief of this pain is to hurl flame at other creatures, forcing these beings to become fiery killers.

Though highly intelligent, blazing bones serve no purpose other than to cause destruction by fire. They hate the living as much as any other undead, and even hate other undead beings for their lack of fiery torment. They avoid all non-living beings, in favor of seeking out something to kill. Though they cannot be controlled by other beings, evil spellcasters have tried before to replicate the process of creating a blazing bones, hoping to coerce the monster into serving as a guardian.

A blazing bones is about 6 feet tall and weighs 120 pounds.

Blazing bones speak any languages they knew in life in a roaring, crackling howl.

COMBAT

In melee, blazing bones lash out with fiery slams, but they prefer to hurl flame or unleash their devastating firestorms.

Absorb Magical Fire (Su): Fire and heat generated by magic items, spells, or the like serve to heal a blazing bones. A magical attack that deals fire damage heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the blazing bones to exceed its full normal hit points, it gains 1 negative level. A blazing bones with a negative level gains a +1 competence bonus on all skill checks and ability checks, attack rolls, and saving throws, and gains one effective level or Hit Die (whenever level is used in a die roll or calculation) for each negative level. A spellcaster gains one spell slot of the highest level of spells she can cast and (if applicable) one prepared spell of that level. These gains persist until the negative level goes away. The negative level remains as long as the blazing bones possesses temporary hit points. A negative level that is not removed after 24 hours becomes permanent, resulting in advancement by 1 HD.

Firestorm (Su): Once per minute, a blazing bones can create a whirlwind within itself, collapsing into a spinning pile of fiery bones, exploding outward like a fireball spell. All creatures and objects within a 30-foot radius sphere of the blazing bones suffer 6d6 points of fire damage (Reflex DC 15 for half damage). If a blazing bones successfully grapples a creature before using its firestorm attack, that creature receives no saving throw. The save DC is Charisma-based.

Hurl Fire (Su): A blazing bones can hurl a head-sized ball of flame as a standard action. This is a ranged touch attack with no range increments and a maximum range of 20 feet. Treat this as a splash weapon that deals 2d4 points of fire damage on a direct hit and 1d4 points of fire damage on a splash, and sets fire to combustibles and damages objects in the area (see Catching on Fire in the DMG).

Vulnerable To Water (Ex): Blazing bones are especially vulnerable to normal water and holy water. Normal water deals 1d4 points of damage to the blazing bones per splash and 2d4 per bucket, and holy water deals 4d4 points of damage per vial.
 
1995 Wizards of the Coast, Inc.
Originally found in Ruins of Myth Drannor