Skeleton Soldier
AC
14/18
|
Touch
12
|
Fort
13
|
Reflex
13
|
Will
12
|
STR
16 / 19
|
DEX
15 / 18
|
CON
10 / 13
|
INT
3 / 4
|
WIS
9 / 10
|
CHA
6 / 7
|
Shift
5 ft
|
Skirmish
30 ft
|
Sprint
55 ft
|
- Skeletal: Immunity to Piercing damage and Resistant to Slashing damage. Damage Reduction to Cold [5 x Undeath Rank]. (inc).
- Undead Immunities: Immune to Bleed and Necrotic damage. Immune to Blood Loss, Death, Disease, Energy Damage, Fatigue, Poisons & Toxins, and the following conditions: Exhausted, Nauseated, Pain, Sickened, Sleep, and Tired.
- Mindless: Immune to Psychic Damage and abilities with the Mind-Affecting keyword and Morale Effects. Also, do not suffer Intelligence penalty to Initiative, Awareness, or Sensory Skills. (inc)
- Vulnerability: The creature is Vulnerable to Radiant damage (1.5x). (inc)
- Lifesense: Lifesense allows a creature to detect the life force of all living creatures around them. Additionally, it grants these creatures a +5 Racial bonus to Spot and Awareness against living creatures (inc).
- Natural Armor: AC +1/+1 (inc)
Charm
-
|
Coercion
-
|
Deception
-
|
Manipulation
-
|
Persuasion
-
|
Aloofness
-
|
Bravery
-
|
Intuition
-
|
Tolerance
-
|
Suspicion
-
|
AC
14/18
|
Touch
12
|
Fort
13
|
Reflex
13
|
Will
12
|
STR
16 / 19
|
DEX
15 / 18
|
CON
10 / 13
|
INT
3 / 4
|
WIS
9 / 10
|
CHA
6 / 7
|
Shift
5 ft
|
Skirmish
30 ft
|
Sprint
55 ft
|
- Mob Monster: Mob Monsters do not suffer hitpoint damage in the traditional way. If damage on a Mob Monster meets or exceeds its total hitpoint value, it is killed. Otherwise, when a Mob Monster first suffers damage, regardless of the amount, it is considered Damaged. Any subsequent damage to the Damaged Mob Monster will kill it. Thus, most Mob Monsters die after the second successful attack. Additionally, many Status Effects impose more severe debilitations to Mob Monsters (as are determined by the Status Effect).
- Skeletal: Immunity to Piercing damage and Resistant to Slashing damage. Damage Reduction to Cold [5 x Undeath Rank]. (inc).
- Undead Immunities: Immune to Bleed and Necrotic damage. Immune to Blood Loss, Death, Disease, Energy Damage, Fatigue, Poisons & Toxins, and the following conditions: Exhausted, Nauseated, Pain, Sickened, Sleep, and Tired.
- Mindless: Immune to Psychic Damage and abilities with the Mind-Affecting keyword and Morale Effects. Also, do not suffer Intelligence penalty to Initiative, Awareness, or Sensory Skills. (inc)
- Vulnerability: The creature is Vulnerable to Radiant damage (1.5x). (inc)
- Lifesense: Lifesense allows a creature to detect the life force of all living creatures around them. Additionally, it grants these creatures a +5 Racial bonus to Spot and Awareness against living creatures (inc).
- Natural Armor: AC +1/+1 (inc)
Charm
-
|
Coercion
-
|
Deception
-
|
Manipulation
-
|
Persuasion
-
|
Aloofness
-
|
Bravery
-
|
Intuition
-
|
Tolerance
-
|
Suspicion
-
|
Skeleton Characteristics
Skeletons, like the name would suggest, are animated skeletons of deceased humanoids, almost always brought back to life for some nefarious purpose. They appear in many variations, sizes and shapes, usually depending on what they had been in life, but sometimes even further altered by horrid magics. Skeletons are frail and weak as undead monsters go, but they are incredibly dangerous in large numbers, and most possess a basic intelligence remaining from their former lives that allows them the ability to wield weapons and follow simple strategy, whereas most undead attack on their own. The practice of animating a corpse into a skeleton strips the body of all flesh and organs, leaving behind a hollow shell capable of terrifying acts.
History
Much like zombies, skeletons were largely created by ill-intentioned mortal magic users for the purposes of building a powerful army. They were among the first type of undead seen in an ancient mage clan's bid for power, a war that threatened to consume the mortal world and turn it into one of decay and pestilence. Fortunately the crisis was averted, but the magic for these basic tools of necromancy remained, and is still practiced in secret enclaves and cults through the world.
Culture
Skeletons have little culture of their own, primarily being tools for other creatures that have the power to create or control such monstrosities. If there is any nod to society to be given by these unholy constructs, it is that they are often animated in the garb they died in, conveniently enough for dark wizards unwilling to provide their minions with armor.