Janissary Skeleton

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Skeleton Janissary (CR 11)

Skeleton Janissarys look like better maintained, better equipped, and more skilled Skeleton Legionnaires.

Unlike lesser skeletons, Janissarys are not identical units. Instead, each one has some small distinct element to it, such as a decorated weapon or a tassel upon a sword hilt, small touches of personalization. The reason is simple. Unlike all other lesser skeletons, Janissarys are sentient. When you look into the empty black eye sockets of a Janissary, there is unmistakeably something terrible looking back.

A Skeleton Janissary is driven by a cold, calculating mind, one that is first and foremost a professional killer, implacably the enemy of everything that lives and absolutely murderous in their drive to kill. Like all skeletons, Janissarys are driven by a coldly implacable hatred of the living. Once a Janissary has sensed the existence of the living, they are completely unwavering in their drive to exterminate them. Nothing will stop them, nothing will dissuade them, they know no fear or failure, they keep coming until they win or are destroyed. But Janissarys are not stupid. If they see the living and are undetected, they will withdraw to prepare an ambush, or wait until the living have to sleep, and attack witht he advantage whenever possible.

Their desire to kill is backed up by a scary degree of skill. Janissarys are smart, vicious combatants who will do everything they can to fight dirty. They will set up encirclements and defilades, they will provide cover fire for each other, they will coup de grace any wounded, they will ignore strong melee players if they can possibly reach a soft target, they will set up traps and ambushes, they use good, dangerous tactics. They are killers of the highest order, unhesitating, remorseless, and tireless.

Skeletons will not beat mindlessly at a barred door, desirous of the flesh within. If the Skeleton Soldiers cannot force the door, and they have no masters to fetch, they will simply stand guard over their prey, utterly still, and begin to build a battering ram, or get fire to burn their prey out.


GENERAL

CR 11 Hit Dice 16

XP 12,800

Neutral Evil, M, Undead

Init +5; Senses <any special senses (darkvision, low-light, tremorsense, etc.)>, Perception +17


DEFENSE

AC 31, touch 19, flat-footed 26 (+7 armor, +5 dex, +5 natural, +4 deflection)

hp 229

Fort +14, Ref +11, Will +11 <swap as needed; only one strong save>

Aura: -

SR: -

Special Defenses: -

Immunities: -

Weaknesses: -


OFFENSE

Speed 30 ft. <adjust as needed; list other movement types here also>

Space / Reach: 5 ft. / 5 ft. <adjust as needed>

Single Melee <melee weapon> +16 (2d8+6/19-20x2)

or: Single Melee Bite +16 (2d8+11/x2)

Full Melee 3x <melee weapon> +16 (2d8+6/19-20x2)

or: Full Melee Bite +16 (2d8+11/x2), 2x Claws +16 (2d6+3/x2)

Ranged <optional ranged attack> +16 (2d8+6/x2)

Special Attacks <copy from source; only list ability names here; describe below>

Action Points 0 <common monsters never have action points, named monsters often have one.>


STATISTICS

Str XX, Dex XX, Con XX, Int XX, Wis XX, Cha XX <copy from source>

Base Atk +11; CMB +17; CMD 27

Feats <pick one or two thematically relevant feats; avoid complicated ones.>

Skills <choose only if relevant, values around 1.5 x creature’s CR>

Languages <copy from source>


SPECIAL ABILITIES

<special abilities should have a save DC 20>

<special attack damage (standard action): 6d6>

<special attack damage (aoe’s, swift actions or inflicting status effects): 3d6>


<ability name>

<ability description>


<ability name>

<ability description>


TREASURE

sell value of approximately 6,500 gp


COMBAT TACTICS

<describe typical actions taken during combat here>