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Looking for Metal Skeletons


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Among Constructs, I've seen 3:

Skeletal Host, Medium Construct, CR 5, Creature Collection II
Lead Skeleton, Medium Construct, CR 6, Tome of Horrors
Thunderbones, Large Construct, CR 7, Creature Collection III

I'm not sure if Monte Cook's Magical Construct template (Book of Eldritch Might, and I think free on his website) can be applied to Undead.
There might be creatures of the Undead type like the ones you seek, but I haven't checked yet.
 

Thanks! I was innitially thinking about an undead creature, but that Skeletal Host I can work in just great! I painted a skeleton figure the other day with a chainmail color, I just had to find a way to freak the party out with it! :]
 

These are some 3rd Ed monsters I worked up for an evil cult in my homebrew. Unfortunately, they are still in 3rd Ed format as I haven't had occation to update them. They are all low CR as they are meant to be "cannon fodder".

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Necroniks

These are the bare remains of dead creatures that have been reanimated to serve the priests of Necron the Dead God of Machines.

Necroniks have no clothing or armor save what the priest might provide. Patches of their bodies are made from metal scrap and are covered in wicked looking claws and spikes. their hands are either long dexterous claws or one of is a flail-like weapon. There is a 50% chance that the necronik will have a flail instead of claws.

Individual necroniks cannot make decisions on their own. They must be told what to do, but their orders must be short and simple. For example, "Kill anything that attacks me." is a simple command that a Necronik would be able to understand and perform, but "Kill anything that attacks me or my friends." is a command that is too complex for a necronik to fully understand. Giving this command the necronik will protect one of the two objectives named and ignore the rest of the command.

Combat

Necroniks will serve their masters without fail. They will perform a command without complaint or fatigue. When ordered to, Necroniks will attack until their target has been killed or destroyed or until they are destroyed.

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): Necroniks have cold immunity. Because they have no flesh or internal organs, they take only half damage from piercing and slashing weapons.

Razor Storm: Once per day, a Necronik can expel shrapnel like bits of its body in a 15-foot long cone. this deals 2d6 points of slashing damage (Ref DC 10 for half). After this attack, the necronik's hardness drops by 2 points until it can get near some scrap metal to regain the lost metal.

Tin Necronik
Medium-Size Undead Construct
Health: 1
Resilience: 1/2 1d12 (3)
Hardness: 2
Defense: 11
Initiative: +4
Attacks: Two Claws +0 or Light Flail +0
Damage: Claws 1d4/20/x2 or Light Flail 1d8/20/x2
Facing/Reach; 5ft by 5ft/5ft
Special Attacks: Razor Storm
Special Qualities: Undead, immunities
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 12 +1, Dex 10 +0, Con -,
Int -, Wis 10 +0, Cha 1 -5
Skills: -
Feats: Improved Initiative

Climate/Terrain: Any land and underground
Organization: Gang (2-5), squad (6-10) or mob (11-20)
Challenge Rating: 1
Treasure: none
Alignment: Always neutral evil
Advancement Range: -

Iron Necronik
Medium-Size Undead Construct
Health: 1
Resilience: 1d12 (6)
Hardness: 5
Defense: 11
Initiative: +4
Attacks: Two Claws +0 or Light Flail +0
Damage: Claws 1d4/20/x2 or Light Flail 1d8/20/x2
Facing/Reach; 5ft by 5ft/5ft
Special Attacks: Razor Storm
Special Qualities: Undead, immunities
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 12 +1, Dex 10 +0, Con -,
Int -, Wis 10 +0, Cha 1 -5
Skills: -
Feats: Improved Initiative

Climate/Terrain: Any land and underground
Organization: Gang (2-5), squad (6-10) or mob (11-20)
Challenge Rating: 2
Treasure: none
Alignment: Always neutral evil
Advancement Range: -

Steel Necronik
Medium-Size Undead Construct
Health: 1
Resilience: 2d12 (13)
Hardness: 7
Defense: 11
Initiative: +4
Attacks: Two Claws +0 or Light Flail +0
Damage: Claws 1d4/20/x2 or Light Flail 1d8/20/x2
Facing/Reach; 5ft by 5ft/5ft
Special Attacks: Razor Storm
Special Qualities: Undead, immunities
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 12 +1, Dex 10 +0, Con -,
Int -, Wis 10 +0, Cha 1 -5
Skills: -
Feats: Improved Initiative

Climate/Terrain: Any land and underground
Organization: Gang (2-5), squad (6-10) or mob (11-20)
Challenge Rating: 3
Treasure: none
Alignment: Always neutral evil
Advancement Range: -
 

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