Bloody Bones Skeleton: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 7
[[Category:CR 7]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| MonsterName = Skeleton, Bloody Bones


[[Image:bloody_bones_skeleton.jpg|384px|right|xx]]
| Image = bloody_bones_skeleton.jpg
== Bloody Bones Skeleton (CR 7) ==
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->
Bloody bones skeletons are named not because they are, themselves, bloody, but because of the terrible defensive magics steeped into them, which act to break the bones of any creature unlucky enough to damage them.  Appearance-wise, bloody bones skeletons look and act identically to skeleton soldiers.  In fact, the necromancers who create them are counting on this to add an extra edge to their defender's efficacy.
 
| Role =  
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->
 
| Description = Bloody bones skeletons are named not because they are, themselves, bloody, but because of the terrible defensive magics steeped into them, which act to break the bones of any creature unlucky enough to damage them.  Appearance-wise, bloody bones skeletons look and act identically to skeleton soldiers.  In fact, the necromancers who create them are counting on this to add an extra edge to their defender's efficacy.


Bloody bones skeletons are terrible necromantic things specifically created to serve as sentinels.  Because they never need to eat, sleep or breathe, and they do not age, they can stand guard over a place or thing forever, only lurching into action when strangers approach.  It is not uncommon for these guardians to outlive their creators, guarding secret laboratories long after the point of the defense has been forgotten.
Bloody bones skeletons are terrible necromantic things specifically created to serve as sentinels.  Because they never need to eat, sleep or breathe, and they do not age, they can stand guard over a place or thing forever, only lurching into action when strangers approach.  It is not uncommon for these guardians to outlive their creators, guarding secret laboratories long after the point of the defense has been forgotten.
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The ritual of creation involves the extended torture and eventual sacrifice of nine humanoids, the broken remains of which are joined by the ritual's magic to create the skeleton's body and house the terrible magic they possess.
The ritual of creation involves the extended torture and eventual sacrifice of nine humanoids, the broken remains of which are joined by the ritual's magic to create the skeleton's body and house the terrible magic they possess.


| Alignment = Chaotic Neutral
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->
| Size = Medium
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->
| Type = Undead
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->
| Subtype =
  <!--If any-->
| NudgeBasicLoreValue =
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeFullLoreValue =
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeInit =
  <!--CR 7 INITIATIVE = +3 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
| Senses = [[Darkvision]] 60 ft.
  <!--List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!-- [[Standard Vision]], [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]    -->
  <!-- [[Standard Hearing]], [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] -->
  <!-- [[Standard Scent]], [[Scent]], [[Keen Scent]], [[Perfect Scent]]            -->
  <!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]]          -->
| NudgePerception = 2
  <!--CR 7 PERCEPTION = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
| NudgeAC = -3
  <!--CR 7 AC = 25 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeTouchAC = -1
  <!--CR 7 TOUCH AC = 16 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeFFAC = -3
  <!--CR 7 FLAT-FOOTED AC = 21 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeHitPoints = -12
  <!--CR 7 HIT POINTS = 102 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->
<!--  SAVING THROWS  -->
| Fort = S
| Refl =
| Will =
  <!--CR 7 STRONG SAVE = +10; WEAK SAVE = +6 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->
| NudgeFort = -1
| NudgeRefl =
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| SR =
  <!--Values: Y (for Yes), or leave blank-->
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| SpecialDefenses = DR 5/bludgeoning; healed by negative energy
  <!--Put any DR or ER values here-->
| StrongAgainst =
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type (if any))-->
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any))-->
| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any))-->
| MoveTypes = Walk 30 ft.
  <!--List the move type and distance (in feet). (E.g. "[[Jet]] 60 ft.") -->
  <!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!-- [[Lesser Teleport]], [[Greater Teleport]]            -->
| NudgeSpace =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
  <!--NOTE: If type or subtype is "Swarm", the space will default to 10 ft.-->
  <!--NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium)-->
| NudgeReach =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
  <!--NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.-->
  <!--NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium)-->
<!--  GENERAL ATTACK INFORMATION  -->
| MeleeOrNatural = Melee
  <!--REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks)-->
| MultipliedDamageType =
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->
| IgnoreSecondary =
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster has only a single attack during a full attack (e.g. swarms)-->
<!--  PRIMARY ATTACK INFORMATION  -->
| PriAtkName = Rusty Spear
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
| PriAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| PriAtkNotes-FullAtkOnly =
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->
| PriAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgePriToHit =
  <!--CR 7 PRIMARY TO-HIT = +13 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgePriDamage =
  <!--CR 7 PRIMARY NATURAL DAMAGE = 1d8+9 -->
  <!--CR 7 PRIMARY MELEE DAMAGE = 1d8+10 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SECONDARY ATTACK INFORMATION  -->
| SecAtkName =
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| SecAtkNotes-FullAtkOnly =
  <!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank-->
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeSecToHit =
  <!--CR 7 SECONDARY TO-HIT = +13 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeSecDamage =
  <!--CR 7 SECONDARY NATURAL DAMAGE = 1d6+3 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  TERTIARY ATTACK INFORMATION  -->
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| TerAtkNotes-FullAtkOnly =
  <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeTerToHit =
  <!--CR 7 TERTIARY TO-HIT = +13 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeTerDamage =
  <!--CR 7 TERTIARY NATURAL DAMAGE = 1d8+9 -->
  <!--CR 7 TERTIARY MELEE DAMAGE = 1d8+10 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  QUATERNARY ATTACK INFORMATION  -->
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| QuaAtkNotes-FullAtkOnly =
  <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeQuaToHit =
  <!--CR 7 QUATERNARY TO-HIT = +13 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeQuaDamage =
  <!--CR 7 QUATERNARY NATURAL DAMAGE = 1d6+3 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  RANGED ATTACK INFORMATION  -->
| RangedAtkName = Shoddy Shortbow
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->
| RangedAtkIncrementDistance = 30
  <!--Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first-->
| RangedAtkNumberOfIncrements = 10
  <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
| RangedAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| RangedAtkNotes-FullAtkOnly =
  <!--Use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeRangedToHit =
  <!--CR 2 RANGED TO-HIT = +13 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeRangedDamage =
  <!--CR 2 RANGED DAMAGE = 1d8+10 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SIEGE DAMAGE INFORMATION  -->
| SiegeDmgCapable =
  <!--Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications-->
| SiegeAtkName =
  <!--Name of siege attack (e.g. "Bite" or "Hurled Rock")-->
| SiegeAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.)-->
| SiegeAtkIncrement =
  <!--Only used of above field is not blank; Range increment in feet (e.g. 20 ft.); max range is calculated from this-->
| SiegeAtkNumberOfIncrements =
  <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
| NudgeSiegeCMB =
  <!--CR 2 SIEGE CMB = +12 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeSiegeDamage =
  <!--CR 2 SIEGE DAMAGE = 1d2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  ABILITY SCORES  -->
| Str = 17
| Dex = 14
| Con = -
| Int = -
| Wis = 10
| Cha = 10
| NudgeCMB =
  <!--CR 7 CMB = +11 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
| NudgeCMD =
  <!--CR 7 CMD = 23 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
<!--  FEATS  -->
| Feat1 =
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
<!--  SKILLS  -->
| Skill1 =
| Skill2 =
| Skill3 =
| Skill4 =
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 7 SKILLS = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
<!--  LANGUAGES  -->
| Languages = Bloody bones skeletons can take orders from their creator in any language that creator speaks, but otherwise have no means of communicating or responding.
  <!--Comma-separated list-->
<!--  SPECIAL ABILITIES  -->
<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
<!--  SPECIAL ABILITY 1  -->
| Ability-1-Name = Bloody Bones
| Ability-1-Type = Sp
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
| Ability-1-Description = Any time the bloody bones skeleton is damaged by an attack which targeted it (anything: melee, ranged, spells, etc.), the attacker must make a Fortitude save, DC {{#var:Special1SaveDC}}, or lose 1d3 points of Strength [[ability damage]], as one or more of their bones is broken or shattered by the necromantic magics suffusing the bloody bones skeleton. 
: The first time this ability successfully inflicts Strength damage to a creature each round, the bloody bones heals 10 points of damage.  The healing aspect of this ability may not occur more than once per round, though the Strength damage aspect certainly may affect as many creatures as make attacks. 
: Note that attacks which include the bloody bones, but do not specifically target it (such as a fireball spell, or the splash damage from an alchemist's bomb), do not trigger this effect. This is a spell-like ability and thus can be resisted by spell resistance, but it is automatic, and thus no concentration checks are ever required.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special1SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special1StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 2  -->
| Ability-2-Name = Mimicry
| Ability-2-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-2-Description = Bloody bones skeletons look and behave exactly like [[Skeleton Soldier|skeleton soldiers]], and only a knowledge religion check against a DC of 28 (a [[Skills, Saves and Ability Checks#Skill Checks|Hard DC]] check for CR 7) will reveal that they are something quite different.  The DC for this check drops to a DC of 19 (an [[Skills, Saves and Ability Checks#Skill Checks|Average DC]] check for CR 7) as soon as the bloody bones ability is triggered.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special2SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special2StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 3  -->
| Ability-3-Name = Step In and Strike
| Ability-3-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-3-Description = Prior to making any attack, whether melee or ranged, a bloody bones skeleton can take a free 5-foot step. This does not provoke attacks of opportunity, is not limited by having already moved, and does not cost them any actions.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special3SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special3StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 4  -->
| Ability-4-Name = Damage Resistance
| Ability-4-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-4-Description = Skeletons are highly resistant to all physical damage except bludgeoning
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special4SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special4StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 5  -->
| Ability-5-Name =
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special5SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special5StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 6  -->
| Ability-6-Name =
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special6SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special6StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 7  -->
| Ability-7-Name =
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


=== GENERAL ===
| Ability-7-Description =  
'''CR''' 7   '''Hit Dice''' 10
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special7SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special7StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->


'''XP''' 3,200
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


CN Medium Undead (Construct)
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Init''' +3; '''Senses''' Darkvision 60 ft., Perception +13
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


=== DEFENSE ===
| NudgeAbility7SwiftDamage =  
'''AC''' 22, '''touch''' 15, '''flat-footed''' 18 (+5 armor, +4 dex, +3 natural, +0 deflection)
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''hp''' 90
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Fort''' +9, '''Ref''' +6, '''Will''' +6


'''Aura:''' -


'''SR:''' -
<!--  SPECIAL ABILITY 8  -->


'''Special Defenses:''' DR 5/bludgeoning, Bloody Bones, Mimicry, healed by negative energy
| Ability-8-Name =


'''Immunities:'''
| Ability-8-Type =
:* all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
:* disease, poison, ability damage, ability drain, energy drain
:* death effects, necromancy effects, sleep effects
:* nonlethal damage
:* paralysis, stunning, fatigue, exhaustion
:* any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)


'''Weaknesses:'''
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special8SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special8StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->


=== OFFENSE ===
| NudgeAbility8ToHit =  
'''Speed''' 30 ft.
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Space / Reach:'''  5 ft. / 5 ft.
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Single Melee''' rusty spear +13 (1d8+10/19-20x2)
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Full Melee''' 2x rusty spear +13 (1d8+10/19-20x2)
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Ranged''' rusty shortbow +13 (1d8+10/19-20x2), range increment 30 feet
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Special Attacks''' Bloody Bones
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Action Points''' 0




=== STATISTICS ===
<!--   SPECIAL ABILITY 9  -->
'''Str''' 17, '''Dex''' 14, '''Con''' -, '''Int''' -, '''Wis''' 10, '''Cha''' 10


'''Base Atk''' +7; '''CMB''' +9; '''CMD''' 19
| Ability-9-Name =


'''Feats''' -
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


'''Skills''' -
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


'''Languages''' Bloody bones skeletons can take orders from their creator in any language that creator speaks, but otherwise have no means of communicating or responding.
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 7 = +13
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 7 = +9
        {{#var:Special9SaveDC}}      Save DC      @ CR 7 = 17
        {{#var:Special9StandardDmg}} Std Damage  @ CR 7 = 4d6
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 7 = 1d6+2
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 7 = 7d6
    -->


| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


=== SPECIAL ABILITIES ===
| NudgeAbility9TouchAttack =  
; Bloody Bones (Sp)
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
Any time the bloody bones skeleton is damaged by an attack which targeted it (anything: melee, ranged, spells, etc.), the attacker must make a Fortitude save, DC 17, or lose 1d3 points of Strength, as one or more of their bones is broken or shattered by the necromantic magics suffusing the bloody bones skeleton.  The first time this ability successfully inflicts Strength damage to a creature each round, the bloody bones heals 10 points of damage.  The healing aspect of this ability may not occur more than once per round, though the Strength damage aspect certainly may affect as many creatures as make attacks.  Creatures reduced to 0 Strength by this effect become too weak to move in any way and fall unconscious.  Note that attacks which include the bloody bones, but do not specifically target it (such as a fireball spell, or the splash damage from an alchemist's bomb), do not trigger this effect. This is a spell-like ability and thus can be resisted by spell resistance, but it is automatic, and thus no concentration checks are ever required.


| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


; Mimicry (Ex)
| NudgeAbility9StandardDamage =
Bloody bones skeletons look and behave exactly like [[Skeleton Soldier|skeleton soldiers]], and only a knowledge religion check against a [[Skills, Saves and Ability Checks#Skill Checks|Hard DC]] will reveal that they are something quite different.  The DC for this check drops to an [[Skills, Saves and Ability Checks#Skill Checks|Average DC]] as soon as the bloody bones ability is triggered.
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


; Step In and Strike (Su)
| NudgeAbility9AlphaDamage =
Prior to making any attack, whether melee or ranged, a bloody bones skeleton can take a free 5-foot step. This does not provoke attacks of opportunity, is not limited by having already moved, and does not cost them any actions.
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->




; Damage Resistance (Su)
Skeletons are highly resistant to all physical damage except bludgeoning


<!--  COMBAT TACTICS  -->


=== TREASURE ===
| CombatTactics = Bloody Bones skeletons are mindless automatons, directed to guard a place or a thing by their creator.  They are often created in small packs, and will stand unmoving and inert until someone other than their creator approaches. 
sell value of approximately 2,375 gp


: Once in combat, bloody bones skeletons look exactly like regular skeleton soldiers, but they are not nearly the skilled melee fighters those creatures are.  They will mindlessly attack with their rusty swords, always targeting the nearest foe (and choosing randomly if more than one target is the same distance away).  Only when they are attacked in return do the differences stand out.  The bloody bones ability is automatic, crippling attackers and healing the bloody bones skeleton at the same time.


=== COMBAT TACTICS ===
: GM's should be aware that encounters with these creatures could cause several days of downtime for a party afterwards, as they rest to recover their drained strength.
Bloody Bones skeletons are mindless automatons, directed to guard a place or a thing by their creator.  They are often created in small packs, and will stand unmoving and inert until someone other than their creator approaches.


Once in combat, bloody bones skeletons look exactly like regular skeleton soldiers, but they are not nearly the skilled melee fighters those creatures are.  They will mindlessly attack with their rusty swords, always targeting the nearest foe (and choosing randomly if more than one target is the same distance away).  Only when they are attacked in return do the differences stand out.  The bloody bones ability is automatic, crippling attackers and healing the bloody bones skeleton at the same time.


GM's should be aware that encounters with these creatures could cause several days of downtime for a party afterwards, as they rest to recover their drained strength.


<!--  OUT OF COMBAT  -->


=== OUT OF COMBAT ===
| OutOfCombat = '''Rusty Equipment'''
; Rusty Equipment
: Skeletons wear equipment and wield weapons that are as old as they are. All their equipment has the Fragile property, though GM's shouldn't bother with tracking broken conditions on weapons.
Skeletons wear equipment and wield weapons that are as old as they are. All their equipment has the Fragile property, though GM's shouldn't bother with tracking broken conditions on weapons.




; Immortality
}}
Unlike other undead, bloody bones skeletons are not imbued with true immortality.  While they do not age, and have no need to eat, sleep or breathe, they can be slain through damage that reduces them to 0 or fewer hit points.  The souls of the humanoids used in the creation of these monsters are destroyed during the ritual, so resurrection and other raise-dead-like spells have no effect.

Revision as of 22:00, 10 December 2016

Skeleton, Bloody Bones (CR 7)

Chaotic Neutral - Medium - Undead
Lore: Know (Religion)
14 29
Basic DC Full DC
Initiative
Initiative Icon 2.png
11
Perception:
23 +13
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
20
Man Def
Shield Icon 3.png
23
Monster Health
101 50 11
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +8
Refl: +4
Will: +4

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+12
Sword Icon 3.png
Man Off
+11
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Rusty Spear +12 (2d8+4/19-20 x2)
    as undefined damage type

Full Attack (Melee):

  • 3x Rusty Spear +12 (2d8+4/19-20 x2)
    as undefined damage type

Standard Attack (Ranged):

  • 1x Shoddy Shortbow +12 (2d8+4/19-20 x2)
    as undefined damage type
    (Increment: 30 ft.; Max Range: 300 ft.)

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

17
STR
14
DEX
CON
INT
10
WIS
10
CHA

Skills:

Languages: Bloody bones skeletons can take orders from their creator in any language that creator speaks, but otherwise have no means of communicating or responding.

Feats:

Special Abilities

Bloody Bones (Sp)

Any time the bloody bones skeleton is damaged by an attack which targeted it (anything: melee, ranged, spells, etc.), the attacker must make a Fortitude save, DC , or lose 1d3 points of Strength ability damage, as one or more of their bones is broken or shattered by the necromantic magics suffusing the bloody bones skeleton.

The first time this ability successfully inflicts Strength damage to a creature each round, the bloody bones heals 10 points of damage. The healing aspect of this ability may not occur more than once per round, though the Strength damage aspect certainly may affect as many creatures as make attacks.
Note that attacks which include the bloody bones, but do not specifically target it (such as a fireball spell, or the splash damage from an alchemist's bomb), do not trigger this effect. This is a spell-like ability and thus can be resisted by spell resistance, but it is automatic, and thus no concentration checks are ever required.
Mimicry (Ex)

Bloody bones skeletons look and behave exactly like skeleton soldiers, and only a knowledge religion check against a DC of 28 (a Hard DC check for CR 7) will reveal that they are something quite different. The DC for this check drops to a DC of 19 (an Average DC check for CR 7) as soon as the bloody bones ability is triggered.

Step In and Strike (Su)

Prior to making any attack, whether melee or ranged, a bloody bones skeleton can take a free 5-foot step. This does not provoke attacks of opportunity, is not limited by having already moved, and does not cost them any actions.

Damage Resistance (Ex)

Skeletons are highly resistant to all physical damage except bludgeoning

Skeleton, Bloody Bones

Skeleton, Bloody Bones

Bloody bones skeletons are named not because they are, themselves, bloody, but because of the terrible defensive magics steeped into them, which act to break the bones of any creature unlucky enough to damage them. Appearance-wise, bloody bones skeletons look and act identically to skeleton soldiers. In fact, the necromancers who create them are counting on this to add an extra edge to their defender's efficacy.

Bloody bones skeletons are terrible necromantic things specifically created to serve as sentinels. Because they never need to eat, sleep or breathe, and they do not age, they can stand guard over a place or thing forever, only lurching into action when strangers approach. It is not uncommon for these guardians to outlive their creators, guarding secret laboratories long after the point of the defense has been forgotten.

The ritual of creation involves the extended torture and eventual sacrifice of nine humanoids, the broken remains of which are joined by the ritual's magic to create the skeleton's body and house the terrible magic they possess.

Combat Tactics

Bloody Bones skeletons are mindless automatons, directed to guard a place or a thing by their creator. They are often created in small packs, and will stand unmoving and inert until someone other than their creator approaches.

Once in combat, bloody bones skeletons look exactly like regular skeleton soldiers, but they are not nearly the skilled melee fighters those creatures are. They will mindlessly attack with their rusty swords, always targeting the nearest foe (and choosing randomly if more than one target is the same distance away). Only when they are attacked in return do the differences stand out. The bloody bones ability is automatic, crippling attackers and healing the bloody bones skeleton at the same time.
GM's should be aware that encounters with these creatures could cause several days of downtime for a party afterwards, as they rest to recover their drained strength.

Out of Combat

Rusty Equipment

Skeletons wear equipment and wield weapons that are as old as they are. All their equipment has the Fragile property, though GM's shouldn't bother with tracking broken conditions on weapons.

Rewards

XP: 3,200

Treasure: Sellable Goods worth 2,875 gp.

Weight: 70 lbs.     Volume: 2.8 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)