Burning Skeleton: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 6
[[Category:CR 6]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| MonsterName = Burning Skeleton


[[Image:Burning_skeleton.jpg|300px|right|xx]]
| Image = Burning_skeleton.jpg
== Burning Skeleton (CR 6) ==
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->
Skeletons are the animated bones of the dead, brought to unlife through foul magic. While most skeletons are mindless automatons, they still possess an evil cunning imparted to them by their animating force -- a cunning that allows them to wield weapons and wear armor.  Skeletons are motivated by an intense hatred and jealously towards living things. They yearn only to crush that spark of life from everything they can reach.
 
| Role =  
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->
 
| Description = Skeletons are the animated bones of the dead, brought to unlife through foul magic. While most skeletons are mindless automatons, they still possess an evil cunning imparted to them by their animating force -- a cunning that allows them to wield weapons and wear armor.  Skeletons are motivated by an intense hatred and jealously towards living things. They yearn only to crush that spark of life from everything they can reach.


Burning Skeletons are magically imbued with elemental fire during their creation, a process which involves the ritual sacrifice of a fire elemental.  While in combat, they are enshrouded in flames, their charred, black bones cracking under the heat, as marrow boils.  Their curse of immortality prevents the fire from debilitating them.
Burning Skeletons are magically imbued with elemental fire during their creation, a process which involves the ritual sacrifice of a fire elemental.  While in combat, they are enshrouded in flames, their charred, black bones cracking under the heat, as marrow boils.  Their curse of immortality prevents the fire from debilitating them.




=== GENERAL ===
| Alignment = Neutral Evil
'''CR''' 6  '''Hit Dice''' 9
  <!--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 = -2
  <!-- 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 = +2
  <!-- 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 = +1
  <!--CR 6 INITIATIVE = +3 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Senses = [[Low-Light Vision]] 120 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 =
  <!--CR 6 PERCEPTION = +9 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
| NudgeAC =
  <!--CR 6 AC = 24 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTouchAC =
  <!--CR 6 TOUCH AC = 15 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeFFAC =
  <!--CR 6 FLAT-FOOTED AC = 20 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeHitPoints =
  <!--CR 6 HIT POINTS = 82 -->
  <!--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 6 STRONG SAVE = +9; WEAK SAVE = +5 -->
  <!--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 =
| 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, ER 12/fire
  <!--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 = Cannot heal damage on its own, but healed by negative energy.
  <!--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 = Burning Scimitar
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
 
| PriAtkNotes = plus 1d6+2 fire damage
  <!--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 = -1
  <!--CR 6 PRIMARY TO-HIT = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgePriDamage =
  <!--CR 6 PRIMARY NATURAL DAMAGE = 1d8+7 -->
  <!--CR 6 PRIMARY MELEE DAMAGE = 1d8+8 -->
  <!--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 6 SECONDARY TO-HIT = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 6 SECONDARY NATURAL DAMAGE = 1d6+2 -->
  <!--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 6 TERTIARY TO-HIT = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 6 TERTIARY NATURAL DAMAGE = 1d8+7 -->
  <!--CR 6 TERTIARY MELEE DAMAGE = 1d8+8 -->
  <!--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 6 QUATERNARY TO-HIT = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 6 QUATERNARY NATURAL DAMAGE = 1d6+2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName =
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| HasRangedFullAttack = N
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIncrementDistance =
  <!--Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first-->
 
| RangedAtkNumberOfIncrements =
  <!--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 6 RANGED TO-HIT = +11 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--CR 6 RANGED DAMAGE = 1d8+8 -->
  <!--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 6 SIEGE CMB = +10 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSiegeDamage =
  <!--CR 6 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 = 13
| Dex = 18
| Con = -
| Int = -
| Wis = 10
| Cha = 12
 
| NudgeCMB =
  <!--CR 6 CMB = +10 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
| NudgeCMD =
  <!--CR 6 CMD = 20 -->
| 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 6 SKILLS = +9 -->
  <!--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 =
  <!--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 = Flaming Orb
 
| 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 = As a standard action, the Burning Skeleton may pull a ball of burning pitch from their bones and hurl it at its foes.  The flaming orb has a range increment of 50 feet and five range increments, and explodes upon impact with its target, dealing {{#var:Special1StandardDmg}} points of fire damage to its primary target and all adjacent targets (a 15 foot diameter).  Targets in the radius may make a Reflex save against DC{{#var:Special1SaveDC}} for half damage.  The primary target does not receive a saving throw. 
 
: This is a ranged touch attack, but it must have a target (they cannot target an empty square), and misses do nothing. 
 
: As a full attack action the Burning Skeleton may use Flaming Orb twice in one round.
 
: Flaming Orb is a spell-like ability, but burning skeletons are mindless, so they will never use this ability if they are adjacent to or threatened by an opponent (they will use melee instead).  If they are forced to make a concentration check to combat-cast, the check always fails.
  <!--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 6 = +11
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special1SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special1StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| 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 = Burning Aura
 
| Ability-2-Type = Su, Aura
  <!--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 = Melee and touch attacks made against the burning skeleton inflict 4 points of fire damage on the attacker, whether hit or miss.  This aura affects all attacks made in the relevant combat, up to 100 feet away from the Burning Skeleton.
  <!--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 6 = +11
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special2SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special2StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| 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 = Corpse Explosion
 
| Ability-3-Type = Sp
  <!--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 = Upon being destroyed, the burning skeleton explodes in a gout of fire. All adjacent creatures take {{#var:Special3StandardDmg}} points of fire damage, but may make a Reflex save (DC {{#var:Special3StandardDmg}}) for half this damage.  This is a spell-like ability, but it is a free action and never provokes attacks of opportunity (though it may be resisted with spell resistance).
  <!--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 6 = +11
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special3SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special3StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| 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 =
 
| Ability-4-Type =
  <!--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 =
  <!--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 6 = +11
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special4SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special4StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| 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 6 = +11
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special5SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special5StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| 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 6 = +11
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special6SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special6StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| 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-->
 
| Ability-7-Description =
  <!--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 6 = +11
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special7SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special7StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| 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-->


'''XP''' 2,400
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


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


'''Init''' +3; '''Senses''' Low-Light 120 ft., Perception +9




=== DEFENSE ===
<!--  SPECIAL ABILITY 8  -->
'''AC''' 23, '''touch''' 14, '''flat-footed''' 19 (+4 armor, +4 dex, +5 natural, +0 deflection)


'''hp''' 82
| Ability-8-Name =


'''Fort''' +9, '''Ref''' +5, '''Will''' +5
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


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


'''SR:''' -
| 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 6 = +11
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special8SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special8StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->


'''Special Defenses:''' DR 5/bludgeoning, ER 12/fire
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Immunities:'''
| NudgeAbility8TouchAttack =
:* all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
:* 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:''' Cannot heal damage on its own, but healed by negative energy.
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


=== OFFENSE ===
| NudgeAbility8SwiftDamage =  
'''Speed''' 30 ft.
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Space / Reach:''' 5 ft. / 5 ft.
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Single Melee''' Burning Scimitar +10 (1d8+3/19-20x2) plus 1d6+2 fire damage


'''Full Melee''' 2x Burning Scimitar +10 (1d8+3/19-20x2) plus 1d6+2 fire damage


'''Ranged''' Flaming Orb +7 ranged touch (2d6 fire damage), range increment 50 feet
<!--  SPECIAL ABILITY 9  -->


'''Full Ranged''' 2x Flaming Orbs +7 ranged touch (2d6 fire damage), range increment 50 feet
| Ability-9-Name =


'''Special Attacks''' Corpse Explosion, Burning Aura
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


'''Action Points''' 0
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| 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 6 = +11
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special9SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special9StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->


=== STATISTICS ===
| NudgeAbility9ToHit =  
'''Str''' 13, '''Dex''' 18, '''Con''' -, '''Int''' -, '''Wis''' 10, '''Cha''' 12
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Base Atk''' +6; '''CMB''' +10; '''CMD''' 20
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Feats''' Quick Draw (EFFECT: If forced into melee, can draw their sword as a swift action.)
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Skills''' -
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


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


| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


=== SPECIAL ABILITIES ===
==== Flaming Orb (Sp) ====
* Concentration: None, see text
As a standard action, the Burning Skeleton may pull a ball of burning pitch from their bones and hurl it at its foes.  The flaming orb as a range increment of 50 feet, and explodes upon impact with its target, dealing 2d6 points of fire damage to its primary target and all adjacent targets (a 15 foot diameter).  Targets in the radius may make a Reflex save (DC 16) for half damage.  This is a ranged touch attack, but it must have a target (they cannot target an empty square), and misses do nothing.  This is a spell-like ability, but burning skeletons are mindless, so they will never use this ability if they are adjacent to an opponent (they will use melee instead).  If they are forced to make a concentration check to combat-cast, the check always fails.




==== Burning Aura (Su, Aura)====
<!--  COMBAT TACTICS  -->
Melee and touch attacks made against the burning skeleton inflict 4 points of fire damage on the attacker.


| CombatTactics = Burning skeletons can't hide.  They give off light as a torch (30 feet of bright, 30 more feet of dim), and they are easily recognizable for what they are (the name says it all).  Furthermore, they are mindless and immortal, and will simply wait in whatever location they happen to be in until something living comes along.  Then they will hurl flaming orbs at the creature until it dies.


==== Corpse Explosion (Sp) ====
:Burning skeletons will always use flaming orbs if they are not in melee, capitalizing on their full attacks when possible. They do not have precise shot, but as mindless undead, they will not adjust their aim to easier targetsBurning skeletons will ignore the presence of non-living creatures, such as other undead, which means they won't target them with attacks but neither will they exclude them from their attacks' areas of effect.  Their first choice of targets will be any clump of living creatures adjacent to one another, and failing that, the nearest living creature.
* Concentration: None, see text
Upon being destroyed, the burning skeleton explodes in a gout of fire. All adjacent creatures take 2d6 points of fire damage, but may make a Reflex save (DC 16) for half this damageThis is a spell-like ability, but it is a free action and never provokes attacks of opportunity (though it may be resisted with spell resistance).


:If confronted in melee, they will draw their scimitars and fight in melee.  Upon being destroyed, they explode, injuring anything adjacent.


=== TREASURE ===
:Burning skeletons will never flee from battle, nor will they employ tactics like flanking maneuvers.  However, burning skeletons are sometimes used as guards by necromancers and other evil creatures.  In such cases, the burning skeletons may have been instructed to stand in an area which grants them a terrain advantage or makes them harder to reach while they rain down flaming orbs on intruders.
sell value of approximately 1,875 gp




=== COMBAT TACTICS ===
Burning skeletons can't hide.  They give off light as a torch (30 feet of bright, 30 more feet of dim), and they are easily recognizable for what they are (the name says it all).  Furthermore, they are mindless and immortal, and will simply wait in whatever location they happen to be in until something living comes along.  Then they will hurl flaming orbs at the creature until it dies.


Burning skeletons will always use flaming orbs if they are not in melee, capitalizing on their full attacks when possible.  They do not have precise shot, but as mindless undead, they will not adjust their aim to easier targets.  Burning skeletons will ignore the presence of non-living creatures, such as other undead, which means they won't target them with attacks but neither will they exclude them from their attacks' areas of effect.  Their first choice of targets will be any clump of living creatures adjacent to one another, and failing that, the nearest living creature.


If confronted in melee, they will draw their scimitars and fight in melee.  Upon being destroyed, they explode, injuring anything adjacent.
<!--  OUT OF COMBAT  -->


Burning skeletons will never flee from battle, nor will they employ tactics like flanking maneuvers.  However, burning skeletons are sometimes used as guards by necromancers and other evil creaturesIn such cases, the burning skeletons may have been instructed to stand in an area which grants them a terrain advantage or makes them harder to reach while they rain down flaming orbs on intruders.
| OutOfCombat = Skeletons cannot be killed by normal means.  However, low-level skeletons like these may lie shattered and dormant after being defeated for decades or even centuries before rising again to seek to rid the world of life. A [[sanctify corpse (Spell)]], [[consecrate (Spell)]] or [[ gentle repose (Spell)]] will add ten years and a day to the time it takes for a skeleton to re-compose. A [[resurrection (Spell)]] spell will bring the person associated with the skeleton back to life, destroying the necromantic bond on its corpse.




===OUT OF COMBAT===
}}
==== Immortal ====
Skeletons cannot be killed by normal means.  However, low-level skeletons like these may lie shattered and dormant after being defeated for decades or even centuries before rising again to seek to rid the world of life. A [http://www.d20pfsrd.com/magic/all-spells/s/sanctify-corpse sanctify corpse], [http://www.d20pfsrd.com/magic/all-spells/c/consecrate consecrate] or [http://www.d20pfsrd.com/magic/all-spells/g/gentle-repose gentle repose] spell will add ten years and a day to the time it takes for a skeleton to re-compose. A ''[http://paizo.com/pathfinderRPG/prd/spells/resurrection.html#_resurrection resurrection]'' spell will bring the person associated with the skeleton back to life, destroying the necromantic bond on its corpse.

Revision as of 20:52, 10 December 2016

Burning Skeleton (CR 6)

Neutral Evil - Medium - Undead
Lore: Know (Religion)
10 29
Basic DC Full DC
Initiative
Initiative Icon 2.png
11
Perception:
20 +10
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
22
Man Def
Shield Icon 3.png
22
Monster Health
81 40 9
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +9
Refl: +4
Will: +4

Strong Against:

Weak Against:

  • Cannot heal damage on its own, but healed by negative energy.

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+9
Sword Icon 3.png
Man Off
+10
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Burning Scimitar +9 (1d8+6/19-20 x2)
    as undefined damage type
    plus 1d6+2 fire damage

Full Attack (Melee):

  • 3x Burning Scimitar +9 (1d8+6/19-20 x2)
    as undefined damage type
    plus 1d6+2 fire damage

Standard Attack (Ranged):

Full Attack (Ranged):

  • 3x ''''' +10 (1d8+6/19-20 x2)
    as undefined damage type

Siege Damage: Not siege capable

Statistics

13
STR
18
DEX
CON
INT
10
WIS
12
CHA

Skills:

Languages:

Feats:

Special Abilities

Flaming Orb (Sp)

As a standard action, the Burning Skeleton may pull a ball of burning pitch from their bones and hurl it at its foes. The flaming orb has a range increment of 50 feet and five range increments, and explodes upon impact with its target, dealing points of fire damage to its primary target and all adjacent targets (a 15 foot diameter). Targets in the radius may make a Reflex save against DC for half damage. The primary target does not receive a saving throw.

This is a ranged touch attack, but it must have a target (they cannot target an empty square), and misses do nothing.
As a full attack action the Burning Skeleton may use Flaming Orb twice in one round.
Flaming Orb is a spell-like ability, but burning skeletons are mindless, so they will never use this ability if they are adjacent to or threatened by an opponent (they will use melee instead). If they are forced to make a concentration check to combat-cast, the check always fails.
Burning Aura (Su, Aura)

Melee and touch attacks made against the burning skeleton inflict 4 points of fire damage on the attacker, whether hit or miss. This aura affects all attacks made in the relevant combat, up to 100 feet away from the Burning Skeleton.

Corpse Explosion (Sp)

Upon being destroyed, the burning skeleton explodes in a gout of fire. All adjacent creatures take points of fire damage, but may make a Reflex save (DC ) for half this damage. This is a spell-like ability, but it is a free action and never provokes attacks of opportunity (though it may be resisted with spell resistance).

Burning Skeleton

Burning Skeleton

Skeletons are the animated bones of the dead, brought to unlife through foul magic. While most skeletons are mindless automatons, they still possess an evil cunning imparted to them by their animating force -- a cunning that allows them to wield weapons and wear armor. Skeletons are motivated by an intense hatred and jealously towards living things. They yearn only to crush that spark of life from everything they can reach.

Burning Skeletons are magically imbued with elemental fire during their creation, a process which involves the ritual sacrifice of a fire elemental. While in combat, they are enshrouded in flames, their charred, black bones cracking under the heat, as marrow boils. Their curse of immortality prevents the fire from debilitating them.

Combat Tactics

Burning skeletons can't hide. They give off light as a torch (30 feet of bright, 30 more feet of dim), and they are easily recognizable for what they are (the name says it all). Furthermore, they are mindless and immortal, and will simply wait in whatever location they happen to be in until something living comes along. Then they will hurl flaming orbs at the creature until it dies.

Burning skeletons will always use flaming orbs if they are not in melee, capitalizing on their full attacks when possible. They do not have precise shot, but as mindless undead, they will not adjust their aim to easier targets. Burning skeletons will ignore the presence of non-living creatures, such as other undead, which means they won't target them with attacks but neither will they exclude them from their attacks' areas of effect. Their first choice of targets will be any clump of living creatures adjacent to one another, and failing that, the nearest living creature.
If confronted in melee, they will draw their scimitars and fight in melee. Upon being destroyed, they explode, injuring anything adjacent.
Burning skeletons will never flee from battle, nor will they employ tactics like flanking maneuvers. However, burning skeletons are sometimes used as guards by necromancers and other evil creatures. In such cases, the burning skeletons may have been instructed to stand in an area which grants them a terrain advantage or makes them harder to reach while they rain down flaming orbs on intruders.

Out of Combat

Skeletons cannot be killed by normal means. However, low-level skeletons like these may lie shattered and dormant after being defeated for decades or even centuries before rising again to seek to rid the world of life. A sanctify corpse (Spell), consecrate (Spell) or gentle repose (Spell) will add ten years and a day to the time it takes for a skeleton to re-compose. A resurrection (Spell) spell will bring the person associated with the skeleton back to life, destroying the necromantic bond on its corpse.

Rewards

XP: 2,400

Treasure: Sellable Goods worth 2,125 gp.

Weight: 60 lbs.     Volume: 2.4 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)