BONE PILLAR
Medium Undead
Hit dice: 5d12 (32 hp)
Initiative: -3
Speed: ---
Armor Class: 15 (-3 Dex, +8 natural), touch 7, flat-footed 15
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (2d4+4)
Full Attack: Bite +5 melee (2d4+4)
Space/reach: 5 ft. by 5 ft.
Special attacks: Fire spit, flame breath
Special qualities: Undead traits, immune to fire, cold, electricity, intruder sense
Saves: Fort +1, Ref -1, Will +4
Abilities: Str 16, Dex 4, Con ---, Int 4, Wis 10, Cha 8
Skills: Intimidate +1, Spot +5, Listen +5
Feats: Ability Focus (Fire Spit), Ability Focus (Flame Breath), Alertness (b)
Climate/terrain: Any land or underground
Organization: Solitary, Pair, or cluster (4-20)
Challenge rating: 4
Treasure: None
Alignment: Always neutral
Advancement: ---
Bone pillars are undead created by necromancers to guard their magic hordes and other important rooms.
Bone pillars are bleached dragon skulls with a flame in the eye sockets. They are rooted in the place where they are supposed to guard by the neck bone, which is still attached to the head, and is separated three feet from the base.
Bone pillars are given the exact command at their creation, and they may not be told anything else from that point. Commands differ, but are usually something like “Don’t let anyone but my servants enter this room” or “Kill all who enter”. Most always, bone pillars are made in pairs, with one head stacked on top of the other. When guarding hallways, they usually face opposite directions.
Bone pillars do not speak and cannot understand any language except the command when they are first created.
COMBAT
Most of the time, bone pillars are placed on ledges and other hard to reach places where they can’t be attacked easily. A bone pillar lies dormant until an intruder draws near, when they activate and blast enemies with their fire spit attack. If an opponent comes close enough, it will loose its flame breath attack, and if the foe happens to advance to melee range, it will use its bite. Bone pillars can swivel on their base, where the skull meets the neck, so that they may follow an opponent’s movements.
Intruder Sense (Ex): A bone pillar has the unique ability to sense the presence, living or undead, of another being other than its creator within a radius of 60 ft. It uses this sense to see, and it can sense an intruder as though it had the blind sight ability.
Fire Spit (Su): As an attack action, a bone pillar can loose a ball of fire that acts like a fireball spell as cast by a 4th level sorcerer. A bone pillar's fire spit has a range of 60 feet and deals 4d6 points of fire damage. Targets can make a DC 13 Reflex save for half damage. The save DC . Creatures that are immune to fire are immune to this attack. This ability can be used once every round. The save DC is Charisma-based, and includes a +2 bonys from the Ability Focus feat.
Flame Breath (Su): As an attack action, a bone pillar can loose a cone of fire with a range of 15 ft. Those caught in the flame take 4d8 points of fire damage; Reflex (DC 13) for half damage. Creatures that are immune to fire are immune to this attack. This ability can be used once every round The save DC is Charisma-based, and includes a +2 bonys from the Ability Focus feat.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, sub-dual damage, energy drain, ability damage, or death from massive damage.
Construction: A bone pillar’s body consists of a bleached white dragon’s skull that is still connected to the neck, which is severed exactly 3ft from the base. Only a wizard with knowledge in the school of necromancy can create one. All that is needed is the necessary head and neck and the necromantic spell, create bone pillar.
CREATE BONE PILLAR
Necromancy (Evil)
Level: Wiz/Sor 4, Clr 3
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target or Targets: One dragonhead or two stacked on top of each other.
Duration: Permanent (see text)
Saving Throw: ---
Spell Resistance: ---
Wizards and necromancers use this spell to create bone pillars, ghastly undead guardians. The necessary materials (a dragonhead or two) are laid in position on the spot chosen for them to guard. Once the pieces are in place, the spell is cast. Immediately upon “awakening” the bone pillar is given its special command, which cannot be changed at anytime hereafter. The bone pillar will recognize it’s creator, even if polymorphed, and it will not attack him, even if he strikes out against it. Unlike most spells with a permanent duration, the bone pillar is not subject to dispel magic. When created, the bone pillar immediately takes root wherever it was placed, and cannot be moved from its rest by any means.
Arcane Material Components: A dragonhead (or two), two small fire opals (placed in the eye sockets), and a pinch of ash from a freshly extinguished fire.