New template: Critiques wanted!

DnDChick

Demon Queen of Templates
You'd be amazed what you can be inspired to create while watching the Discovery Channel ...

SKELETON, PALEO-
Paleoskeletons are the fossil remains of long-dead creatures animated by necromantic rituals. These undead dinosaurs are used as temple guardians by evil witch doctors.

Only fossilized remains can become paleoskeletons. The bones that comprise a paleoskeleton must have been in the earth for thousands or even millions of years. Provided the skull and at least 20% of the actual bones remain, an animate dead spell cast by an arcane spellcaster of at least 12th level will produce a paleoskeleton. The very rock of the fossil site itself will become charged with negative energy, and take the place of any missing bones in the skeleton. The fossilization process will have mineralized most of the actual bones in a paleoskelton as well, replacing them with stone or other silicates. The extreme age of the bones and the strange properties of the mineralization interact with the negative energy to produce a very powerful undead creature.

Creating a paleoskeleton
“Paleoskeleton” is a template that can be applied to any dinosaur or prehistoric animal (hereafter referred to as the “base creature”). Its type is changed to “undead” and it gains the Earth subtype. The paleoskeleton template can be applied to any other non-undead corporeal creature at the DM’s discretion, provided that it meets the construction requirements above.

Hit Dice: Increase to d12

Speed: Same as base creature. Winged skeletons can’t use their wings to fly.

AC: Natural armor changes to a number based on the paleoskeleton’s size:

Size: Natural Armor
Tiny or smaller: ±0
Small: +1
Medium-size: +2
Large: +3
Huge: +4
Gargantuan: +6
Colossal: +10

Attacks: Same as base creature, calculate melee bonus based on new type (Undead).

Damage: Same as base creature.

Face/Reach: Same as base creature.

Special Attacks: A paleoskeleton retains all the special attacks of the base creature except those that rely on the creature having flesh (such as Swallow Whole), and gains those listed below. The save DC for all special attacks is 10 + ½ paleoskeleton’s HD + paleoskeleton’s Charisma modifier unless otherwise noted.

Primal Roar (Su): A paleoskeleton can, once every other round, unleash an eerie roar. Creatures with fewer hit dice than the paleoskeleton must make a Will save or be shaken for 2d6 rounds.

Fossilize (Su): Once every 1d6 rounds, a paleoskeleton can forfeit its first melee attack to make a touch attack. Any opponent struck by this attack must make a Fortitude save or be turned to stone permanently.

Special Qualities: A paleoskeleton retains all the special qualities of the base creature except those that rely on the creature having flesh, and gains those listed below. The save DC for all special qualities is 10 + ½ paleoskeleton’s HD + paleoskeleton’s Charisma modifier unless otherwise noted.

Mineralization (Ex): Paleoskeletons are comprised of partially mineralized bone and rock. Therefore, they have DR 8/--.

Energy Resistance (Ex): Since they are comprised primarily of silicates, paleoskeletons have 5 points of energy resistance versus fire and electricity.

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: Paleoskeletons have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.

Saves: Calculate saves based on the new type (Undead).

Abilities: Dex +2, Con —, Int —, Wis 10
Skills: The paleoskeleton loses all skills once possessed by the base creature.

Feats: The paleoskeleton loses all feats once possessed by the base creature, but gains Improved Initiative.

Climate/Terrain: Same as base creature.

Organization: Solitary.

Challenge Rating: See table below.

Hit Dice: CR
1/2: 1/2
1: 1
2-3: 2
4-5: 3
6-7: 4
8-9: 5
10-11: 6
12-14: 7
15-17: 8
18-20: 9

Treasure: None.

Alignment: Always neutral evil.

Advancement: Same as base creature.

The following example paleoskeleton uses a Triceratops as the base creature.

Triceratops paleoskeleton
Huge Undead (Earth)
Hit Dice: 16d12 (78 hp)
Initiative: +4 (Improved Initiative)
Speed: 30 ft.
AC: 12 (-2 size, +4 natural)
Attacks: Gore +11 melee
Damage: Gore 2d8+7
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Charge for double damage, trample 2d12+5 (Ref save DC 23 for half damage), primal roar (Will save DC 16), fossilize (Fort save DC 16).
Special Qualities: Mineralized (Hardness 8), energy resistance 5 (fire, electricity), undead, immunities
Saves: Fort +5, Ref +5, Will +10
Abilities: Str 20, Dex 11, Con —, Int —, Wis 10, Cha 7
Feats: Improved Initiative
Climate/Terrain: Warm forest, hill, and plains
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral evil
 
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Very nice but doesn't it limit the use of the template just a bit? I mean what about say a shark? It's not a dinosaur and not prehistoric (IIRC).

Just a thought.
 

You couldn't add the template to a shark, since it has no bones -- only cartilage. The only fossil remains ever found of sharks have been teeth.
 






This template can be applied to the bones of any animal with a skeletal system that have been at least partially mineralized, and in which the skull at at least 20% of the original bones remain.
 

Very nice Erica ;) . Would a pterasaur (Sp?) still be able to fly, supernaturally, or would it be grounded?

I do agree, the Discovery Channel is full of good ideas :D . Probably about 30% of all my beasties have been influenced by the DC in some way.
 

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