Difference between revisions of "Volcanic Skeleton"

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| CombatTactics = Volcanic Skeletons have good hearing. Why is this important? Because they are also Immune to both Fire and Darkfire, and have their Eruption power. A Volcanic Skeleton has no real tactics, they simply run into battle range as fast as they can and start erupting. If they can't get close, they will use their Lavablast power, although that's a weak and unsatisfying alternative.
 
| CombatTactics = Volcanic Skeletons have good hearing. Why is this important? Because they are also Immune to both Fire and Darkfire, and have their Eruption power. A Volcanic Skeleton has no real tactics, they simply run into battle range as fast as they can and start erupting. If they can't get close, they will use their Lavablast power, although that's a weak and unsatisfying alternative.
  
: If a Volcanic Skeleton is destroyed, the volcanic magic that empowers thm gusts forth in a truly gigantic Pryoclastic Pyre, which is an even bigger version of their Eruption power.  Fighting Volcanic Skeletons is an exercise in burning darkness, in which murderous fire things grope and blast with a relentless need to kill. To put it mildly, Volcanic Skeletons will fight to destruction without hesitation.  
+
: If a Volcanic Skeleton is destroyed, the volcanic magic that empowers them gusts forth in a truly gigantic Pryoclastic Pyre, which is an even bigger version of their Eruption power.  Fighting Volcanic Skeletons is an exercise in burning darkness, in which murderous fire things grope and blast with a relentless need to kill. To put it mildly, Volcanic Skeletons will fight to destruction without hesitation.  
  
  

Latest revision as of 17:02, 14 February 2020

Volcanic Skeleton

Volcanic Skeleton (CR 19)

Pure Evil - Medium - Undead
Like most Skeletons, the Volcanic Skeleton is a bitter enemy of All Life. Like a discouraging number of more potent Skeletons, this flaming horror is uncomfortably aware. Volcanic Skeletons are sentient. If you look into the flames in their skulls that serve as eyes, there is absolutely some terrible, agonized, murderous presence looking back.
Volcanic Skeletons are magically imbued with elemental fire and volcanic ash and gases during their creation, a process which involves the ritual sacrifice of a living humanoid into a volcano. For the sort of foul necromancers that can create a Volcanic Skeleton, tossing living sentient beings into hideous agony is of little concern. Volcanic Skeletons wade from their birthplace filled with agony and outrage, and always have fire around their skulls, like some mockery of hair, blowing in the wind. They are heavily encrusted with black volcanic rock, the lava which killed them, still glowing in places with hectic fury. While in combat, Volcanic Skeletons are completely enshrouded in flames, their dry, charred bones cracking under their layer of congealed magma, as marrow boils. Their curse of immortality prevents the fire from debilitating them.
Volcanic Skeletons, like most skeletons with minds, are not the person they were in life. No, something else, some murderous dark spirit of death and malice, is the driving intelligence of the Volcanic Skeleton, and almost the only constant of their existence is their desire to kill every living thing they can find.
Volcanic Skeletons are not warriors, unlike many of their bony kin. Volcanic Skeletons are not devious combatants or skilled at maneuver and melee. But Volcanic Skeletons do not feel that lack, as they more than make up for it with sheer destructive flame. Volcanic Skeletons can and will work with other skeletons, but they are there for the massive firepower they can grant, not any martial skill.

General

Lore Check: Know (Religion) (Basic: DC 38; Full: DC 53)
Init: +34
Ambush Chance: 8+ on d20 (req's 1 minute prep)
Senses: Standard Senses, Precise Hearing
Passive Perception: 44 (Spot: +34, req's move action)

Defense

AC: 43
Maneuver Defense (MD): 46
Hit Points: 538     (Bloodied Value: 269)    Hit Dice: 36
Fort: +17    Refl: +17    Will: +21
Special Defenses:
Strong Against:
Weak Against:
  • (Undead 1) Cannot heal damage on its own (if it has no Int), but healed by negative energy.

Offense

Movement Types: Walk 30 ft., Greater Climb 30 ft.
Space / Reach: 5 ft. / 5 ft.
Standard Attack:
  • 1x Lava Club +32 (4d8+21/19-20 x2) as Bludgeoning (physical, common); Burned, inflicting fire (energy, common) damage, Fort save (DC 32) negates
Full Attack:
  • 3x Lava Club +32 (4d8+21/19-20 x2) as Bludgeoning (physical, common); Burned, inflicting fire (energy, common) damage, Fort save (DC 32) negates
Standard Ranged:
  • 1x Lava Gout +32 (4d8+21/19-20 x2) as fire (energy, common) (Increment: 30 ft.; Max Range: 150 ft.)
Full Ranged:
  • 3x Lava Gout +32 (4d8+21/19-20 x2) as fire (energy, common) (Increment: 30 ft.; Max Range: 150 ft.)
Maneuver Offense: +30
Siege Damage: Not siege capable
Special Attacks: Eruption, Volcanic Aura, Lavablast, Pyroclastic Pyre
Action Points: 0

Statistics

Str: 24    Dex: 28    Con: -    Int: 8    Wis: 12    Cha: 24
Feats:
Skills:
Languages: Stilth, Common

Special Abilities

Eruption (Su)

As a standard action a Volcanic Skeleton can cause a huge wave of hot ash, fire, and poisonous gas to rage forth from the banked volcanic core that burns in their crackled ribcage. This Eruption fills a 5x5x5 square adjacent to their space (a cone area of effect) and inflicts 4d8+21 points of fire (energy, common) damage to all creatures wholly or partially in the area. Even worse, the area is then filled with a lingering opaque cloud of dense poisonous gas and ashes. Until the end of the encounter, these gases inflict 4d6+13 points of darkfire (energy, rare) damage to any creature which ends its turn within them. These gases and ashes block line of sight, although not line of effect.
A moderate wind (11+ mph) disperses and dispels the cloud in 2 rounds; a strong wind (21+ mph) disperses and dispels the cloud in 1 round. The cloud effect cannot penetrate liquids, nor can it be cast underwater or in other fluids. Other Environmental Effects may disperse or enhance it at the GM's discretion.
This monstrous power is subject to dispersal by Dispersing spells. Dispersing spells contain vigorous winds, fresh air, air currents, or other effects. Squares of this monstrous effect which intersect with a Dispersing Spell's squares of effect are dispelled, but all other squares remain. GM's adjudicate all unusual circumstances.
Dispersing Spells include Dispersing (Aggressive Thundercloud (Druid Spell),  Aggressive Thundercloud (Sorcerer/Wizard Spell),  Aggressive Thundercloud, Greater (Druid Spell),  Aggressive Thundercloud, Greater (Sorcerer/Wizard Spell),  Air Step (Alchemist Extract),  Air Step (Bard Spell),  Air Step (Cleric Spell),  Air Step (Druid Spell),  Air Step (Paladin Spell),  Air Step (Ranger Poultice),  Air Step (Sorcerer/Wizard Spell),  Calm Air (Druid Spell),  Calm Air (Sorcerer/Wizard Spell),  Cloak of Winds (Druid Spell),  Cloak of Winds (Ranger Poultice),  Cloak of Winds (Sorcerer/Wizard Spell),  Freedom (Sorcerer/Wizard Spell),  Gust of Wind (Druid Spell),  Gust of Wind (Sorcerer/Wizard Spell),  Hurricane Blast (Druid Spell),  Hurricane Blast (Sorcerer/Wizard Spell),  Pillar of Fire (Druid Spell),  Pillar of Fire (Sorcerer/Wizard Spell),  Resilient Sphere (Sorcerer/Wizard Spell),  Scouring Winds (Druid Spell),  Scouring Winds (Sorcerer/Wizard Spell),  Telekinetic Sphere (Sorcerer/Wizard Spell),  Wind Wall (Cleric Spell),  Wind Wall (Druid Spell),  Wind Wall (Sorcerer/Wizard Spell)), and any other effects the GM rules as dispersing gases, fogs, mists, etc.

Volcanic Aura (Su, Aura (10' radius))

Any enemy creature which begins its turn within ten feet of a Volcanic Skeleton, or who strikes it with a melee weapon (regardless of reach), takes 4d6+13 points of fire (energy, common) damage with no saving throw allowed. This ability can only damage a given foe once per round, per skeleton.

Lavablast (Su)

Once per round as a standard action, the Volcanic Skeleton may hurl forth a mass of lava. This bursts at the point of their choosing, dealing 4d8+21 points of fire (energy, common) damage to all creatures in a 7-by-7-square burst centered on a target square. The maximum range of lavablast is 500 feet. Affected creatures may make a Reflex save, DC 32, for half damage.

Pyroclastic Pyre (Su)

Whenever a Volcanic Skeleton is reduced to zero hit points or less, a Pyroclastic Pyre erupts from their remains as a triggered free action. All creatures within 30 feet of the square in which the skeleton died take 4d8+21 points of darkfire (energy, rare) damage. Enemies are allowed a Fort save against a DC of 32 to reduce the damage by half.
Even worse, the area is then filled with a lingering opaque cloud of dense poisonous gas and ashes. Until the end of the encounter, these gases inflict 4d6+13 points of darkfire (energy, rare) damage to any creature which ends its turn within them. These gases and ashes block line of sight, although not line of effect.
A moderate wind (11+ mph) disperses and dispels the cloud in 2 rounds; a strong wind (21+ mph) disperses and dispels the cloud in 1 round. The cloud effect cannot penetrate liquids, nor can it be cast underwater or in other fluids. Other Environmental Effects may disperse or enhance it at the GM's discretion.
This monstrous power is subject to dispersal by Dispersing spells. Dispersing spells contain vigorous winds, fresh air, air currents, or other effects. Squares of this monstrous effect which intersect with a Dispersing Spell's squares of effect are dispelled, but all other squares remain. GM's adjudicate all unusual circumstances.
Dispersing Spells include Dispersing (Aggressive Thundercloud (Druid Spell),  Aggressive Thundercloud (Sorcerer/Wizard Spell),  Aggressive Thundercloud, Greater (Druid Spell),  Aggressive Thundercloud, Greater (Sorcerer/Wizard Spell),  Air Step (Alchemist Extract),  Air Step (Bard Spell),  Air Step (Cleric Spell),  Air Step (Druid Spell),  Air Step (Paladin Spell),  Air Step (Ranger Poultice),  Air Step (Sorcerer/Wizard Spell),  Calm Air (Druid Spell),  Calm Air (Sorcerer/Wizard Spell),  Cloak of Winds (Druid Spell),  Cloak of Winds (Ranger Poultice),  Cloak of Winds (Sorcerer/Wizard Spell),  Freedom (Sorcerer/Wizard Spell),  Gust of Wind (Druid Spell),  Gust of Wind (Sorcerer/Wizard Spell),  Hurricane Blast (Druid Spell),  Hurricane Blast (Sorcerer/Wizard Spell),  Pillar of Fire (Druid Spell),  Pillar of Fire (Sorcerer/Wizard Spell),  Resilient Sphere (Sorcerer/Wizard Spell),  Scouring Winds (Druid Spell),  Scouring Winds (Sorcerer/Wizard Spell),  Telekinetic Sphere (Sorcerer/Wizard Spell),  Wind Wall (Cleric Spell),  Wind Wall (Druid Spell),  Wind Wall (Sorcerer/Wizard Spell)), and any other effects the GM rules as dispersing gases, fogs, mists, etc.


Combat Tactics

Volcanic Skeletons have good hearing. Why is this important? Because they are also Immune to both Fire and Darkfire, and have their Eruption power. A Volcanic Skeleton has no real tactics, they simply run into battle range as fast as they can and start erupting. If they can't get close, they will use their Lavablast power, although that's a weak and unsatisfying alternative.
If a Volcanic Skeleton is destroyed, the volcanic magic that empowers them gusts forth in a truly gigantic Pryoclastic Pyre, which is an even bigger version of their Eruption power. Fighting Volcanic Skeletons is an exercise in burning darkness, in which murderous fire things grope and blast with a relentless need to kill. To put it mildly, Volcanic Skeletons will fight to destruction without hesitation.

Out of Combat

Volcanic Skeletons are vicious, frenzied killers, but the awful ritual which creates them also binds them to obey their creator, or whomever the creator designates as master. As such, Volcanic Skeletons are frequently found in vile servitude, where their cataclysmic fire-power is in service to others. Sadly, Volcanic Skeletons are so incredibly destructive that they really don't work well with others. As a result, they are often deployed as 'first wave' suicide attackers by more sophisticated monsters, or set to guard as incredibly deadly 'last ditch' defenders.

Rewards

XP: 204,800
Treasure: Sellable Goods worth 89,889 gp.
Weight: 200 lbs.     Volume: 8 cu ft
Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20:
Result Remnant Found (If Any)
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
Table 2: Roll a d20:
Result 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
Table 3: Roll a d20:
Result 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)