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Special Conversion Thread: Moldvay's Undead
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<blockquote data-quote="Shade" data-source="post: 5064031" data-attributes="member: 287"><p><strong>Dust Skeleton Light Horse</strong></p><p>Large Undead</p><p>Hit Dice: 3d12 (19 hp)</p><p>Initiative: +6</p><p>Speed: 60 ft. (12 squares)</p><p>Armor Class: 11 (–1 size, +2 Dex), touch 12, flat-footed 9</p><p>Base Attack/Grapple: +1/+7</p><p>Attack: Hoof –2 melee (1d4+1*)</p><p>Full Attack: 2 hooves –2 melee (1d4+1*)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: —</p><p>Special Qualities: Darkvision 60 ft., immunity to cold, trail of dust, undead traits </p><p>Saves: Fort +1, Ref +3, Will +3</p><p>Abilities: Str 14, Dex 15, Con —, Int —, Wis 10, Cha 1</p><p>Skills: —</p><p>Feats: Improved Initiative (B)</p><p>Environment: Temperate plains</p><p>Organization: Any</p><p>Challenge Rating: 2 </p><p>Treasure: None </p><p>Alignment: Always neutral evil </p><p>Advancement: —</p><p>Level Adjustment: —</p><p></p><p>Aura of Dust (Ex): A dust skeleton constantly emits a cloud of irritating dustin a 20-foot-radius. All living creatures which enter this cloud of dust must make a DC 13 Fortitude save or be dazzled for 1d2 rounds. The save DC is Strength-based.</p><p></p><p>Death Throes (Ex): If a dust skeleton is slain its body explodes into a burst of toxic dust, affecting all living creatures within a 20-foot-radius burst. Creatures within the area must make a DC 13 Fortitude save or be nauseated for 2d6 rounds. Creatures that succeed on their saves are instead sickened for 1 round. The save DC is Strength-based.</p><p></p><p>Trail of Dust (Ex): A dust skeleton leaves a trail of dust wherever it goes. Any creature attempting to track a dust skeleton by sight receives a +12 circumstance bonus on their Survival checks to track the skeleton. This dust trail is a strong irritant, so creatures attempting to track its trail by scent are affected as if they were exposed to the skeleton's aura of dust (see above).</p></blockquote><p></p>
[QUOTE="Shade, post: 5064031, member: 287"] [B]Dust Skeleton Light Horse[/B] Large Undead Hit Dice: 3d12 (19 hp) Initiative: +6 Speed: 60 ft. (12 squares) Armor Class: 11 (–1 size, +2 Dex), touch 12, flat-footed 9 Base Attack/Grapple: +1/+7 Attack: Hoof –2 melee (1d4+1*) Full Attack: 2 hooves –2 melee (1d4+1*) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., immunity to cold, trail of dust, undead traits Saves: Fort +1, Ref +3, Will +3 Abilities: Str 14, Dex 15, Con —, Int —, Wis 10, Cha 1 Skills: — Feats: Improved Initiative (B) Environment: Temperate plains Organization: Any Challenge Rating: 2 Treasure: None Alignment: Always neutral evil Advancement: — Level Adjustment: — Aura of Dust (Ex): A dust skeleton constantly emits a cloud of irritating dustin a 20-foot-radius. All living creatures which enter this cloud of dust must make a DC 13 Fortitude save or be dazzled for 1d2 rounds. The save DC is Strength-based. Death Throes (Ex): If a dust skeleton is slain its body explodes into a burst of toxic dust, affecting all living creatures within a 20-foot-radius burst. Creatures within the area must make a DC 13 Fortitude save or be nauseated for 2d6 rounds. Creatures that succeed on their saves are instead sickened for 1 round. The save DC is Strength-based. Trail of Dust (Ex): A dust skeleton leaves a trail of dust wherever it goes. Any creature attempting to track a dust skeleton by sight receives a +12 circumstance bonus on their Survival checks to track the skeleton. This dust trail is a strong irritant, so creatures attempting to track its trail by scent are affected as if they were exposed to the skeleton's aura of dust (see above). [/QUOTE]
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