Skeleton Warrior (template)Undead same size as base creature |
Formerly powerful fighters, skeleton warriors are undead lords forced into their nightmarish states by powerful wizards or evil demigods who trapped their souls in golden circlets. The sole reason that skeleton warriors remain on the Prime Material plane is to search for and recover the circlets that contain their souls.
A skeletal warrior appears as a cracked and yellowing skeleton covered with shards of decaying flesh. Its eyes are black holes containing pinpoints of reddish light. It is clad in the blackened armor and rotted trappings it wore in its former life.
Circlet:
Caster Level: 15th; Prerequisites: Craft Wondrous Item, Trap the Soul; Market Price: 240,000 gp; Cost to Create: 120,000 gp + 4,800 xp; Weight: 1 lb.
Anyone possessing a skeleton warrior's circlet can control its actions, so long as the controller remains within 240 feet of the warrior. The controller is either in active control of the warrior or in a passive mode. When in active control, the controller can see whatever the skeleton sees, and he can mentally command it to fight, search for treasure, or take any other actions; however, the controller himself is unable to cast spells, move, or take any other actions while in active control. (Treat as a full-round action.) When in the passive mode, the controller can take any normal actions, but he is unable to see through the warrior's eyes; the skeleton warrior remains inert while the controller is in passive mode (Treat as a free action). The controller can change between the passive mode and active control at will (Treat as a free action).
The controller must have the warrior's circlet on his head in order to control the warrior. If the circlet is removed from the controller's head, he can no longer control the warrior; likewise, if the controller and the warrior are separated by more than 240 feet, the controller can no longer control the warrior. If the circlet remains in the controller's possession, he can resume control at a later time. But if the controller loses the circlet, either by accident or by a deliberate act, the warrior immediately proceeds toward the controller at twice its normal movement rate to attack and destroy him. The warrior does not rest until it destroys its former controller or until control is re-established. If the warrior holds the circlet to its head, both the warrior and the circlet turn to dust, never to reappear.
When a character first comes into possession of a circlet, he is unlikely to be aware that the skeleton warrior is tracking him, unless he recognizes the circlet's significance. To establish control for the first time, the character not only must hold the circlet to his head, he must be able to see the warrior and concentrate on the establishment of control for one round and then roll a successful Wisdom check (DC 16); if he fails the Wisdom check, he can try again in subsequent rounds. Meanwhile, the skeleton warrior continues to approach, attempting to destroy the character and gain possession of the circlet. If his concentration is broken before control is established -- for instance, if he has to defend himself against an attack -- he must concentrate again for three rounds. Once control has been established for the first time, it can only be broken as indicated above. To be effective, the circlet cannot be worn with any other headgear; placing it in a helm, for instance, nullifies its powers, though the skeleton warrior is still aware of the circlet's presence.
Skeleton warriors usually fight with whatever weapons and armor they wielded in life.
Fear Aura (SU): Creatures of less than 5 HD that look at the skeleton warrior must succeed at a Will save or be affected as though by fear as cast by a sorceror at the skeleton warrior's level.
Turn Resistance (Ex): Skeleton warriors possess +4 turn resistance.
Spell Resistance (Ex): Skeleton warriors gain SR 29.
Damage Reduction (Su): Skeleton warriors gain DR 15/+1.
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): Skeleton warriors have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.
This example uses an 8th-level dwarven fighter as the base creature.
Skeleton Warrior
Medium-size Undead
Hit Dice: 8d12+3 (57 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 20 ft.
AC: 19 (+1 dex, +6 banded mail, +2 natural)
Attacks: greataxe +15/+10 melee; 2 claws +14 melee
Damage: greataxe 1d12+11 (crit x3) melee; claw 1d4+6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Fear aura
Special Qualities: Undead, immunities, damage reduction 15/+1,
SR 29, +4 turn resistance
Saves: Fort: +7, Reflex: +3, Will: +3
Abilities: Str: 22, Int: 13, Wis: 12, Dex: 14, Con: -, Cha:
14
Skills: Climb +10, Jump +13, Swim +10, +8 Hide, +8 Listen, +8
Move Silently, +8 Search, +8 Spot
Feats: Improved Initiative, Toughness, Power Attack, Cleave,
Great Cleave, Sunder, Weapon Focus (Greataxe), Weapon Specialization (Greataxe)
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 10
Treasure: Standard coins; double goods; double items
Alignment: Neutral evil
Converted from the AD&D 2nd Edition Monstrous Compendium.
Last updated: 11/17/00.