Skeletal Creature: Difference between revisions

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[[Category:Epic Path]]
{{Template:Pattern
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''
* ''Go back to the [[New Templates]] page.''


== Skeletal Creature ==
  <!-- GENERAL ADJUSTMENTS -->


'Skeletal Creature' is an inherited template that can be added to any creature that can reasonably be expected to have a skeleton, hereafter referred to as the base creature.
| Pattern-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern-Name}}}
| Pattern-Name| Skeletal Creature
}}</onlyinclude>


A Skeletal Creature uses all of the base creature's statistics and abilities except as noted below.
| CR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CR-Adj}}}
| CR-Adj| 1
}}</onlyinclude>


== CR ==
| Picture =  
| Picture-Text =  


Same as base creature +1.
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description| '''''Skeletal Creature''''' is a pattern that is classically used to convert a humanoid monster into a dead, vile, skeletal version of itself. They are only bones, all flesh stripped away, leaving a frightening thing draped with the moldering remains of their gear, some supernatural murderous spirit guiding the bones to murder, and murder, and murder....  Skeletal Drow, Skeletal Duergar, Orc Skeletons, Hobgoblin Skeletons, Bugbear Skeletons, Gnoll Skeletons, etc, etc, etc, the list of uses is very long indeed.


== Size and Type ==
But it doesn't end there! Giants are also good candidates for this Pattern, and Skeletal Fire Giants have all the abilities they possessed in life, while being undead murder-machines. Skeletal Devils, Skeletal Driders, Skeletal Maddened, Skeletal Kobolds, Hyenas, Boars, Dire Bears, Tigers, etc, etc, etc.... 


The creature's Size does not change.  It's Type becomes Undead.
What about the really odd creatures out there? Elementals, for example, are poor candidates for the skeletal pattern, but the GM may rule by fiat that it is allowed if it advances their story. Vermin, such as Saw Beetles or Spiders, may or may not be a good 'fit', assuming whether an exoskeleton counts as 'bones' in a GM's world. Puddings are usually not able to use this pattern, although a GM could rule that puddings in their world have internal 'skeletons' like a jagged, awful sponge, and thus allow it.  


== Senses ==
The use of this pattern can require some creative juices from the GM, but we encourage people to try things and see how they like it. A frequent issue with the Skeletal Pattern is the application of this Pattern to Swallowers. The T-Rex, for example, can certainly be 'skeletal' (and it is a classic), but can it Swallow creatures if it doesn't have a stomach? The GM can reduce the CR by 1 and remove such 'flesh-based' abilities, or leave them in and rule victims are caged in ribs until they can escape.


All visual senses are changed to Darkvision 60 ft, unless the base creature had better darkvision already.  All other senses such as scent, tremorsense, keen hearing, etc are unchanged.
The possibilities of this Pattern for telling stories are immense, and GM's are encouraged to be creative, flexible, and fearless as they tell the stories THEY want to tell! Entire cities of skeletons, whole Planes even, intelligent skeletal races, the possibilities are nearly endless.  
}}</onlyinclude>


== Armor Class ==
| Short-Desc=<onlyinclude>{{#ifeq:{{{transcludesection|Short-Desc}}}
| Short-Desc| This creature is long dead. All flesh has withered away, but something foul keeps it moving and killing.
}}</onlyinclude>


Skeletal Creatures gain +1 AC.  This is granted by adding to the base creatures natural armor bonus.
| Change-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Type}}}
| Change-Type| Undead
}}</onlyinclude>


== Hit Dice ==
| Add-Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Subtype}}}
| Add-Subtype| Skeletal
}}</onlyinclude>


No changes.
| Change-Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Change-Alignment}}}
| Change-Alignment| Pure Evil
  <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
}}</onlyinclude>


== Defensive Ability ==
  <!-- ABILITY SCORES -->
  <!-- Except for INT, these stat changes are cosmetic and do not affect other numbers
      Just put in the number you want to ADD to the existing monster's stats          -->


A Skeletal Creature gains the following abilities, which may be added to their Bestiary entry:
| STR-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|STR-Adj}}}
| STR-Adj|
}}</onlyinclude>


| DEX-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|DEX-Adj}}}
| DEX-Adj|
}}</onlyinclude>


| CON-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CON-Adj}}}
| CON-Adj|
}}</onlyinclude>


'''Aura:''' - Same as Base Creature
| INT-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|INT-Adj}}}
| INT-Adj| 0
}}</onlyinclude>


'''SR:''' - Same as Base Creature
| WIS-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|WIS-Adj}}}
| WIS-Adj|
}}</onlyinclude>


'''Special Defenses:''' The Skeletal Creature gains DR/Bludgeoning equal to its adjusted CR.  If it already had DR/Bludgeoning from another source, they do not stack, only the larger amount applies.
| CHA-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|CHA-Adj}}}
| CHA-Adj|
}}</onlyinclude>


'''Immunities:'''


:* all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)
  <!-- NUMERICS -->
:* disease, poison, ability damage, ability drain, energy drain
  <!-- These values adjust the BASE CR of the monster (not the adjusted CR).
:* death effects, necromancy effects, sleep effects
      They should be how the pattern "pays" for the benefits provided in the non-numerics section -->
:* 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 (if it has no Int), but healed by negative energy.
| Initiative-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Initiative-Adj}}}
| Initiative-Adj|
}}</onlyinclude>


| Ambush-Chance-Nudge=<onlyinclude>{{#ifeq:{{{transcludesection|Ambush-Chance-Nudge}}}
| Ambush-Chance-Nudge|
  <!-- VALUES: a whole number, applied to their chance on a d20; negative numbers are better ambushers,
      positive numbers are worse ambushers.  Value should usually be between -3 and 3.            -->
}}</onlyinclude>


| Skill-Perception-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Skill-Perception-Adj}}}
| Skill-Perception-Adj| 1
}}</onlyinclude>


| Hit-Points-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Hit-Points-Adj}}}
| Hit-Points-Adj| 1
}}</onlyinclude>


| Fort-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Fort-Adj}}}
| Fort-Adj| 1
}}</onlyinclude>


| Refl-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Refl-Adj}}}
| Refl-Adj| 1
}}</onlyinclude>


===OUT OF COMBAT===
| Will-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Will-Adj}}}
| Will-Adj| 1
}}</onlyinclude>


; Immortality (Su)
| To-Hit-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|To-Hit-Adj}}}
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://www.d20pfsrd.com/magic/all-spells/r/resurrection resurrection] spell will bring the person associated with the skeleton back to life, destroying the necromantic bond on its corpse.
| To-Hit-Adj| 1
}}</onlyinclude>


== Speed ==
| Damage-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Damage-Adj}}}
| Damage-Adj| 1
}}</onlyinclude>


A Skeletal Creature's base speed improves by ten feet in all movement categories it has.
| Save-DC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Save-DC-Adj}}}
| Save-DC-Adj| 1
}}</onlyinclude>


== Melee Attacks ==
| AC-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|AC-Adj}}}
| AC-Adj| 1
}}</onlyinclude>


A Skeletal Creature retains all the base creature's attacks that can be made without reliance upon flesh.  Claws, Bites, weapon attacks, and the like are unaffected. Spitting acid, attacks with tentacles, swallow attacks which require a stomach, etc, are removed.  Weapon and armor proficiency, if any, is unchanged. These attacks retain the same primary or secondary status they had for the base creature. If the base creature used a flesh-based attack for a large portion of it's damage, the GM should lower the CR or disallow use of the monster as a Skeletal Creature.
| Maneuver-Offense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Offense-Adj}}}
| Maneuver-Offense-Adj| 1
}}</onlyinclude>


Note that all Skeletal Creatures gain the Improved Feint and Step In And Strike abilities (see below).
| Maneuver-Defense-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Maneuver-Defense-Adj}}}
| Maneuver-Defense-Adj|
}}</onlyinclude>


== Damage ==
| Increase-All-Existing-Skills=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Skills}}}
| Increase-All-Existing-Skills| -1
  <!-- This adjusts the value for all skills the monster already knows, without giving them new skills.
      This value is NOT added to any specific skill CR modifier; it will always prefer a specific skill
      if one is given; this is ONLY used if the monster has the skill already and the pattern does NOT
      specify a specific value for that skill.                                                        -->
}}</onlyinclude>


Skeletal Creatures are martially skilled, and add +2 to-hit and +2 to damage with all attacks they make.


== Space and Reach ==
  <!-- SPACE / REACH  -->


No Changes.
| Size-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Size-Adj}}}
| Size-Adj|
  <!-- VALUES: a whole number between -2 to 2; this is how many size categories the base monster is changed by -->
}}</onlyinclude>


== Offensive Ability ==
| Reach-Adj=<onlyinclude>{{#ifeq:{{{transcludesection|Reach-Adj}}}
| Reach-Adj|
  <!-- VALUES: a whole number between -2 to 2; this is how many SQUARES of reach the base monster gains or loses -->
}}</onlyinclude>




A Skeletal Creature gains the following abilities, which may be added to their Bestiary entry:
  <!-- SENSES -->


| Blind-to-Vision=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Vision}}}
| Blind-to-Vision| Y
  <!-- Values: Y or leave blank -->
}}</onlyinclude>


; Improved Feint (Su)
| Blind-to-Sound=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Sound}}}
As a move action, Skeletal Creatures can use Bluff to feint in combat, causing opponents to be denied their Dexterity bonus to AC against the skeleton's next attack. The DC of this check is equal to 10 + the target's base attack bonus + the target's Wisdom modifier. If the target is trained in Sense Motive, the DC is instead equal to 10 + the target's Sense Motive bonus, if higher.
| Blind-to-Sound|
  <!-- Values: Y or leave blank -->
}}</onlyinclude>


| Blind-to-Smell=<onlyinclude>{{#ifeq:{{{transcludesection|Blind-to-Smell}}}
| Blind-to-Smell|
  <!-- Values: Y or leave blank -->
}}</onlyinclude>


; Step In and Strike (Su)
| Low-Light-Vision=<onlyinclude>{{#ifeq:{{{transcludesection|Low-Light-Vision}}}
Prior to making any attack, whether melee or ranged, a Skeletal Creature 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.
| Low-Light-Vision|
  <!-- Values: Y or leave blank -->
}}</onlyinclude>


== Ability Scores ==
| Darkvision-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Darkvision-Range}}}
| Darkvision-Range| {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 30|1 = 40|2 = 60|3 = 60|4 = 80|5 = 100|6 = 120|7 = 150|8 = 300}}
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>


No changes.
| Heartsight-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Heartsight-Range}}}
| Heartsight-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>


== Base Attack Bonus ==
| Keen-Hearing-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Keen-Hearing-Range}}}
| Keen-Hearing-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>


No changes.
| Precise-Hearing-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Precise-Hearing-Range}}}
| Precise-Hearing-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>


== CMB and CMD ==
| Echolocation-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Echolocation-Range}}}
| Echolocation-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>


No changes.
| Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Scent-Range}}}
| Scent-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>


== Feats ==
| Keen-Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Keen-Scent-Range}}}
| Keen-Scent-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>


[[Feint, Improved (Feat)]]
| Perfect-Scent-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Perfect-Scent-Range}}}
| Perfect-Scent-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>


== Skills ==
| Airsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Airsense-Range}}}
| Airsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>


Bluff, CR+10, for use with Feint, above.
| Blindsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Blindsense-Range}}}
| Blindsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Cloudsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Cloudsense-Range}}}
| Cloudsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Lifesense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Lifesense-Range}}}
| Lifesense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Mindsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Mindsense-Range}}}
| Mindsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Tremorsense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Tremorsense-Range}}}
| Tremorsense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
| Watersense-Range=<onlyinclude>{{#ifeq:{{{transcludesection|Watersense-Range}}}
| Watersense-Range|
  <!-- Values: a number (and only a number) in feet, using 5-foot increments. E.g. "60" -->
}}</onlyinclude>
 
 
  <!-- MOVE TYPES -->
  <!-- VALUES: a number in feet (in increments of 5). If creature already has this move type,
      this value is added to their existing speed for that move type.  If they do not have the
      move type, they gain it at the listed speed.                                            -->
 
| Increase-All-Existing-Moves=<onlyinclude>{{#ifeq:{{{transcludesection|Increase-All-Existing-Moves}}}
| Increase-All-Existing-Moves| 10
}}</onlyinclude>
 
| Walk-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Walk-Speed}}}
| Walk-Speed|
}}</onlyinclude>
 
| Burrowing-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Burrowing-Speed}}}
| Burrowing-Speed|
}}</onlyinclude>
 
| Tunneling-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Tunneling-Speed}}}
| Tunneling-Speed|
}}</onlyinclude>
 
| Earth-Glide-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Earth-Glide-Speed}}}
| Earth-Glide-Speed|
}}</onlyinclude>
 
| Lesser-Climb-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Climb-Speed}}}
| Lesser-Climb-Speed|
}}</onlyinclude>
 
| Greater-Climb-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Climb-Speed}}}
| Greater-Climb-Speed|
}}</onlyinclude>
 
| Brachiating-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Brachiating-Speed}}}
| Brachiating-Speed|
}}</onlyinclude>
 
| Vaulting-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Vaulting-Speed}}}
| Vaulting-Speed|
}}</onlyinclude>
 
| Hover-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Hover-Speed}}}
| Hover-Speed|
}}</onlyinclude>
 
| Lesser-Flight-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Flight-Speed}}}
| Lesser-Flight-Speed|
}}</onlyinclude>
 
| Greater-Flight-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Flight-Speed}}}
| Greater-Flight-Speed|
}}</onlyinclude>
 
| Lesser-Swim-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Swim-Speed}}}
| Lesser-Swim-Speed|
}}</onlyinclude>
 
| Greater-Swim-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Swim-Speed}}}
| Greater-Swim-Speed|
}}</onlyinclude>
 
| Jet-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Jet-Speed}}}
| Jet-Speed|
}}</onlyinclude>
 
| Lesser-Teleport-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Lesser-Teleport-Speed}}}
| Lesser-Teleport-Speed|
}}</onlyinclude>
 
| Greater-Teleport-Speed=<onlyinclude>{{#ifeq:{{{transcludesection|Greater-Teleport-Speed}}}
| Greater-Teleport-Speed|
}}</onlyinclude>
 
 
  <!-- SPECIAL DEFENSES -->
 
| Special-Defenses-1=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-1}}}
| Special-Defenses-1| '''''Immortality''''' (Su)
Skeletons cannot be killed by normal means.  Skeletons 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 (Cleric Spell)]], [[Consecrate (Spell)]] or [[Gentle Repose (Cleric Spell)]] spell will add ten years and a day to the time it takes for a skeleton to re-compose. A [[Resurrection (Cleric Spell)]] spell will bring the person associated with the skeleton back to life, destroying the necromantic bond on its corpse.
}}</onlyinclude>
 
| Special-Defenses-2=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-2}}}
| Special-Defenses-2|
}}</onlyinclude>
 
| Special-Defenses-3=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Defenses-3}}}
| Special-Defenses-3|
}}</onlyinclude>
 
 
  <!-- STRONG AGAINST -->
 
| Strong-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-1}}}
| Strong-Against-1|
}}</onlyinclude>
 
| Strong-Against-2=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-2}}}
| Strong-Against-2|
}}</onlyinclude>
 
| Strong-Against-3=<onlyinclude>{{#ifeq:{{{transcludesection|Strong-Against-3}}}
| Strong-Against-3|
}}</onlyinclude>
 
 
  <!-- WEAK AGAINST -->
 
| Weak-Against-1=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-1}}}
| Weak-Against-1| A Skeletal Creature retains all the base creature's attacks that can be made without reliance upon flesh. Claws, Bites, weapon attacks, and the like are unaffected. Spitting acid, attacks with tentacles, swallow attacks which require a stomach, etc, are removed unless the GM rules otherwise. Attacks and Abilities are unchanged. If the base creature used a flesh-based attack (tentacles, buffets, swallowing, constrictions, etc) for a large portion of its damage, the GM should lower the CR (challenge rating) or disallow use of the monster as a Skeletal Creature.
}}</onlyinclude>
 
| Weak-Against-2=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-2}}}
| Weak-Against-2|
}}</onlyinclude>
 
| Weak-Against-3=<onlyinclude>{{#ifeq:{{{transcludesection|Weak-Against-3}}}
| Weak-Against-3|
}}</onlyinclude>
 
 
  <!-- FEATS -->
 
| Add-Feat-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-1}}}
| Add-Feat-1|
}}</onlyinclude>
 
| Add-Feat-2=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-2}}}
| Add-Feat-2|
}}</onlyinclude>
 
| Add-Feat-3=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Feat-3}}}
| Add-Feat-3|
}}</onlyinclude>
 
 
  <!-- SKILLS -->
  <!-- VALUES: a whole number between -6 to 6; this is the number of CRs the skill value is adjusted by -->
 
| Add-Skill-Acrobatics=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Acrobatics}}}
| Add-Skill-Acrobatics|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Divinity=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Divinity}}}
| Add-Skill-Bailiwick-Divinity|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Naturalism=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Naturalism}}}
| Add-Skill-Bailiwick-Naturalism|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Reason=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Reason}}}
| Add-Skill-Bailiwick-Reason|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Spellcraft=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Spellcraft}}}
| Add-Skill-Bailiwick-Spellcraft|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Spycraft=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Spycraft}}}
| Add-Skill-Bailiwick-Spycraft|
}}</onlyinclude>
 
| Add-Skill-Bailiwick-Warfare=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bailiwick-Warfare}}}
| Add-Skill-Bailiwick-Warfare|
}}</onlyinclude>
 
| Add-Skill-Barter=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Barter}}}
| Add-Skill-Barter|
}}</onlyinclude>
 
| Add-Skill-Bluff=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Bluff}}}
| Add-Skill-Bluff|
}}</onlyinclude>
 
| Add-Skill-Diplomacy=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Diplomacy}}}
| Add-Skill-Diplomacy|
}}</onlyinclude>
 
| Add-Skill-Disable-Device=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Disable-Device}}}
| Add-Skill-Disable-Device|
}}</onlyinclude>
 
| Add-Skill-Disguise=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Disguise}}}
| Add-Skill-Disguise|
}}</onlyinclude>
 
| Add-Skill-Escape-Artist=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Escape-Artist}}}
| Add-Skill-Escape-Artist|
}}</onlyinclude>
 
| Add-Skill-Handle-Animal=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Handle-Animal}}}
| Add-Skill-Handle-Animal|
}}</onlyinclude>
 
| Add-Skill-Heal=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Heal}}}
| Add-Skill-Heal|
}}</onlyinclude>
 
| Add-Skill-Intimidate=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Intimidate}}}
| Add-Skill-Intimidate|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Arcana=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Arcana}}}
| Add-Skill-Knowledge-Arcana|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Deep-History=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Deep-History}}}
| Add-Skill-Knowledge-Deep-History|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Dungeoneering=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Dungeoneering}}}
| Add-Skill-Knowledge-Dungeoneering|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Engineering=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Engineering}}}
| Add-Skill-Knowledge-Engineering|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Geography=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Geography}}}
| Add-Skill-Knowledge-Geography|
}}</onlyinclude>
 
| Add-Skill-Knowledge-History=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-History}}}
| Add-Skill-Knowledge-History|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Local=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Local}}}
| Add-Skill-Knowledge-Local|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Logic=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Logic}}}
| Add-Skill-Knowledge-Logic|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Nature=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Nature}}}
| Add-Skill-Knowledge-Nature|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Nobility=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Nobility}}}
| Add-Skill-Knowledge-Nobility|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Planes=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Planes}}}
| Add-Skill-Knowledge-Planes|
}}</onlyinclude>
 
| Add-Skill-Knowledge-Religion=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Knowledge-Religion}}}
| Add-Skill-Knowledge-Religion|
}}</onlyinclude>
 
| Add-Skill-Linguistics=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Linguistics}}}
| Add-Skill-Linguistics|
}}</onlyinclude>
 
| Add-Skill-Might=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Might}}}
| Add-Skill-Might|
}}</onlyinclude>
 
| Add-Skill-Movement=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Movement}}}
| Add-Skill-Movement|
  <!-- NOTE: Monsters do not use Movement skill for initiative; they are totally separate values -->
}}</onlyinclude>
 
| Add-Skill-Perform=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Perform}}}
| Add-Skill-Perform|
}}</onlyinclude>
 
| Add-Skill-Piloting=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Piloting}}}
| Add-Skill-Piloting|
}}</onlyinclude>
 
| Add-Skill-Ride=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Ride}}}
| Add-Skill-Ride|
}}</onlyinclude>
 
| Add-Skill-Sense-Motive=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Sense-Motive}}}
| Add-Skill-Sense-Motive|
}}</onlyinclude>
 
| Add-Skill-Sleight-of-Hand=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Sleight-of-Hand}}}
| Add-Skill-Sleight-of-Hand|
}}</onlyinclude>
 
| Add-Skill-Stealth=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Stealth}}}
| Add-Skill-Stealth|
}}</onlyinclude>
 
| Add-Skill-Survival=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Survival}}}
| Add-Skill-Survival|
}}</onlyinclude>
 
| Add-Skill-Use-Magic-Device=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Skill-Use-Magic-Device}}}
| Add-Skill-Use-Magic-Device|
}}</onlyinclude>
 
 
 
  <!-- LANGUAGES -->
| Add-Language-1=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-1}}}
| Add-Language-1|
}}</onlyinclude>
 
| Add-Language-2=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-2}}}
| Add-Language-2|
}}</onlyinclude>
 
| Add-Language-3=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-3}}}
| Add-Language-3|
}}</onlyinclude>
 
| Add-Language-4=<onlyinclude>{{#ifeq:{{{transcludesection|Add-Language-4}}}
| Add-Language-4|
}}</onlyinclude>
 
 
  <!-- SPECIAL ABILITY 1 -->
| Special-Ability-1-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Name}}}
| Special-Ability-1-Name| Quick Feint
}}</onlyinclude>
 
| Special-Ability-1-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Type}}}
| Special-Ability-1-Type| Su
  <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
}}</onlyinclude>
 
| Special-Ability-1-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Action-Required}}}
| Special-Ability-1-Action-Required| Swift 1/Rnd
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
}}</onlyinclude>
 
| Special-Ability-1-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Concentration}}}
| Special-Ability-1-Concentration|
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
}}</onlyinclude>
 
| Special-Ability-1-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-1-Description}}}
| Special-Ability-1-Description| As a swift action, Skeletal Creatures can make a [[Feint]] in combat, causing opponents to be [[flat-footed]] against the skeleton's next attack. They make a Maneuver Offense check (d20 + {{Maneuver-Offense}}) against the targets Maneuver Defense, and if they equal or exceed that target, they gain the flat-footed bonus on their next attack.
}}</onlyinclude>
 
 
  <!-- SPECIAL ABILITY 2 -->
| Special-Ability-2-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Name}}}
| Special-Ability-2-Name| '''''Step In and Strike'''''
}}</onlyinclude>
 
| Special-Ability-2-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Type}}}
| Special-Ability-2-Type| Su
  <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
}}</onlyinclude>
 
| Special-Ability-2-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Action-Required}}}
| Special-Ability-2-Action-Required| Free
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
}}</onlyinclude>
 
| Special-Ability-2-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Concentration}}}
| Special-Ability-2-Concentration|
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
}}</onlyinclude>
 
| Special-Ability-2-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-2-Description}}}
| Special-Ability-2-Description| Prior to making any attack, whether melee or ranged, a Skeletal Creature 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.
}}</onlyinclude>
 
 
  <!-- SPECIAL ABILITY 3 -->
| Special-Ability-3-Name=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Name}}}
| Special-Ability-3-Name|
}}</onlyinclude>
 
| Special-Ability-3-Type=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Type}}}
| Special-Ability-3-Type|
  <!-- Values: Ex, Su, Sp;  Do not leave blank if there is a special ability here  -->
}}</onlyinclude>
 
| Special-Ability-3-Action-Required=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Action-Required}}}
| Special-Ability-3-Action-Required|
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
}}</onlyinclude>
 
| Special-Ability-3-Concentration=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Concentration}}}
| Special-Ability-3-Concentration|
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
}}</onlyinclude>
 
| Special-Ability-3-Description=<onlyinclude>{{#ifeq:{{{transcludesection|Special-Ability-3-Description}}}
| Special-Ability-3-Description|
}}</onlyinclude>
 
}}

Latest revision as of 18:58, 29 May 2022

Not just anybody can do this, you know. Well, okay, they can if they have this pattern. But otherwise...

Skeletal Creature Pattern (+1 CR)

Alignment: changes to Pure Evil
Type: changes to Undead
Subtype: add Skeletal to subtypes


Skeletal Creature is a pattern that is classically used to convert a humanoid monster into a dead, vile, skeletal version of itself. They are only bones, all flesh stripped away, leaving a frightening thing draped with the moldering remains of their gear, some supernatural murderous spirit guiding the bones to murder, and murder, and murder.... Skeletal Drow, Skeletal Duergar, Orc Skeletons, Hobgoblin Skeletons, Bugbear Skeletons, Gnoll Skeletons, etc, etc, etc, the list of uses is very long indeed.

But it doesn't end there! Giants are also good candidates for this Pattern, and Skeletal Fire Giants have all the abilities they possessed in life, while being undead murder-machines. Skeletal Devils, Skeletal Driders, Skeletal Maddened, Skeletal Kobolds, Hyenas, Boars, Dire Bears, Tigers, etc, etc, etc....

What about the really odd creatures out there? Elementals, for example, are poor candidates for the skeletal pattern, but the GM may rule by fiat that it is allowed if it advances their story. Vermin, such as Saw Beetles or Spiders, may or may not be a good 'fit', assuming whether an exoskeleton counts as 'bones' in a GM's world. Puddings are usually not able to use this pattern, although a GM could rule that puddings in their world have internal 'skeletons' like a jagged, awful sponge, and thus allow it.

The use of this pattern can require some creative juices from the GM, but we encourage people to try things and see how they like it. A frequent issue with the Skeletal Pattern is the application of this Pattern to Swallowers. The T-Rex, for example, can certainly be 'skeletal' (and it is a classic), but can it Swallow creatures if it doesn't have a stomach? The GM can reduce the CR by 1 and remove such 'flesh-based' abilities, or leave them in and rule victims are caged in ribs until they can escape.

The possibilities of this Pattern for telling stories are immense, and GM's are encouraged to be creative, flexible, and fearless as they tell the stories THEY want to tell! Entire cities of skeletons, whole Planes even, intelligent skeletal races, the possibilities are nearly endless.

This creature is long dead. All flesh has withered away, but something foul keeps it moving and killing.

General

Senses:
Perception: +1 CRs greater than base creature.
Movement Types:
  • Increase all move speeds by 10 ft.

Defense

AC: +1 CRs greater than base creature.
Hit Points: +1 CRs greater than base creature.
Fort: +1 CRs greater than base creature.
Refl: +1 CRs greater than base creature.
Will: +1 CRs greater than base creature.
Special Defenses:
  • (Skeletal Creature) Immortality (Su)

Skeletons cannot be killed by normal means. Skeletons 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 (Cleric Spell), Consecrate (Spell) or Gentle Repose (Cleric Spell) spell will add ten years and a day to the time it takes for a skeleton to re-compose. A Resurrection (Cleric Spell) spell will bring the person associated with the skeleton back to life, destroying the necromantic bond on its corpse.

Strong Against:
Weak Against:
  • (Skeletal Creature) A Skeletal Creature retains all the base creature's attacks that can be made without reliance upon flesh. Claws, Bites, weapon attacks, and the like are unaffected. Spitting acid, attacks with tentacles, swallow attacks which require a stomach, etc, are removed unless the GM rules otherwise. Attacks and Abilities are unchanged. If the base creature used a flesh-based attack (tentacles, buffets, swallowing, constrictions, etc) for a large portion of its damage, the GM should lower the CR (challenge rating) or disallow use of the monster as a Skeletal Creature.

Offense

Space / Reach: - / -
To-Hits: +1 CRs greater than base creature.
Damage: +1 CRs greater than base creature.
Maneuver Offense: +1 CRs greater than base creature.
Save DC's: +1 CRs greater than base creature.

Statistics

Str:     Dex:     Con:     Int: 0    Wis:     Cha:
Feats:
Skills:
  • creature loses -1 CRs to all existing skill values.
Languages:

Special Abilities

Quick Feint (Su; Skeletal Creature Pattern)

As a swift action, Skeletal Creatures can make a Feint in combat, causing opponents to be flat-footed against the skeleton's next attack. They make a Maneuver Offense check (d20 + 3) against the targets Maneuver Defense, and if they equal or exceed that target, they gain the flat-footed bonus on their next attack.

Step In and Strike (Su; Skeletal Creature Pattern)

Prior to making any attack, whether melee or ranged, a Skeletal Creature 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.