Cyberskeleton

Devon

First Post
I had a whole fleet of modified skeletons for a 2e game. I converted the basic warrior, with guidance from the Half-Machine template in Dungeon magazine 91, by Robert Lee.

Let me know if you have any comments or suggestions.

- Devon

Cyberskeleton
Medium-Size Undead
Hit Dice: 1d12+3 (9 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 21 (+ 1 Dex, +10 natural)
Attacks: 2 claws +2 melee
Damage: Claw 1d4+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Undead, immunities
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 14, Dex 12, Con -,
Int 5, Wis 10, Cha 11
Skills: Spot +12, Listen +10, Search +6, Move Silently +6
Feats: Improved Initiative, Toughness
Climate/Terrain: Any land and underground
Organization: Any
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 2 - 3 HD (Medium-sized)

Cyberskeletons are mechanically-enhanced skeletons with rudimentary intelligence. They follow the orders of their creator, and are intelligent enough to do some thinking on their own. Their bodies are covered in metal plates, rivets, hinges, and other metallic reinforcements -- some bones have been replaced with metal strusts and rods. They usually have one glowing red eye surrounded by metal plating.

Combat
Cyberskeletons attack unhesitatingly, sometimes employing tactics.

Rust Vulnerability (Ex): The cyberskeleton is affected by rust attacks, such as that of the rust monster or a rusting grasp spell.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Immunities (Ex): Skeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.

Skills: Due to its mechanical implants and modifications, the cyberskeleton receives a +8 competence bonus to Listen and Spot checks.

Enhanced cyberskeletons:
Cyberskeletons of 3 HD one of the following special qualities:

Damage Reduction (Ex): The cyberskeleton has damage reduction 10/+1.

Haste (Sp): After it has engaged in at least 1 round of combat, the cyberskeleton can haste itself once per day as a standard action. The effect is the same as the haste spell cast by a 10th-level sorcerer.

They also get one of the following special attacks:

Extra Attacks (Ex): The cyberskeleton has 2 extra arms with curved blades (1d6+1 damage, -2 melee attack).

Increased Claw Damage (Ex): The cyberskeleton has long, reinforced metal claws which deal 2d4+2 damage.
 
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