Pathfinder - Bestiary 1.pdf - Dorks and Dragons!
Pathfinder - Bestiary 1.pdf - Dorks and Dragons!
Pathfinder - Bestiary 1.pdf - Dorks and Dragons!
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Illustration by Scott Purdy<br />
252<br />
Skeletal Champion<br />
This armored skeleton st<strong>and</strong>s in a battle-ready pose, its weapon<br />
held high as cold blue light shines in its eye sockets.<br />
SkELETAL ChAMPIOn CR 2<br />
XP 600<br />
Human skeletal champion warrior 1<br />
NE Medium undead<br />
Init +5; Senses darkvision 60 ft.; Perception +6<br />
DEfEnSE<br />
AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +2 natural,<br />
+2 shield)<br />
hp 17 (3 HD; 2d8+1d10+3)<br />
fort +3 Ref +1 Will +3; channel resistance +4<br />
DR 5/bludgeoning; Immune cold, undead traits<br />
OffEnSE<br />
Speed 30 ft.<br />
Melee mwk longsword +7 (1d8+3/19–20)<br />
STATISTICS<br />
Str 17, Dex 13, Con —, Int 9, Wis 10, Cha 12<br />
Base Atk +2; CMB +5; CMD 16<br />
feats Cleave, Improved InitiativeB , Power Attack, Weapon<br />
Focus (longsword)<br />
Skills Intimidate +7, Perception +6, Stealth –1<br />
ECOLOgy<br />
Environment any<br />
Organization solitary, pair, or platoon (3–12)<br />
Treasure st<strong>and</strong>ard (breastplate, heavy steel shield,<br />
masterwork longsword, other treasure)<br />
Some skeletons retain their intelligence <strong>and</strong><br />
cunning, making them formidable warriors. These<br />
undead are far more powerful than their mindless<br />
kin, <strong>and</strong> many gain class levels.<br />
Creating a Skeletal Champion<br />
“Skeletal Champion” is an acquired template<br />
that can be added to any corporeal<br />
creature (other than an undead) that has<br />
a skeletal system (referred to hereafter as<br />
the base creature) <strong>and</strong> a minimum<br />
Intelligence of 3.<br />
CR: A skeletal champion’s<br />
CR is +1 higher than a normal<br />
skeleton with the same HD<br />
(see page 250).<br />
Type: The creature’s<br />
type becomes undead.<br />
It keeps subtypes save for<br />
alignment subtypes <strong>and</strong><br />
subtypes that indicate kind.<br />
Alignment: Any evil.<br />
Armor Class: Natural armor as per skeleton (see page 250).<br />
Hit Dice: Change all of the creature’s racial HD to d8s,<br />
then add 2 racial Hit Dice to this total (creatures without<br />
racial HD gain 2). HD from class levels are unchanged.<br />
Defensive Abilities: A skeletal champion gains DR 5/<br />
bludgeoning, channel resistance +4, <strong>and</strong> immunity to<br />
cold. It also gains all of the st<strong>and</strong>ard undead traits.<br />
Speed: As st<strong>and</strong>ard skeleton (see page 250).<br />
Attacks: As st<strong>and</strong>ard skeleton (see page 250).<br />
Abilities: Str +2, Dex +2. As undead, it has no<br />
Constitution score.<br />
BAB: Its BAB for racial HD equals 3/4 of its HD.<br />
Skills: Gains skill ranks per racial Hit Die equal to 4<br />
+ its Int modifier. Class skills for racial HD are Climb,<br />
Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge<br />
(religion), Perception, Sense Motive, Spellcraft, <strong>and</strong> Stealth.<br />
Skills gained from class levels remain unchanged.<br />
Feats: A skeletal champion gains Improved Initiative<br />
as a bonus feat.<br />
Saves: Base save bonuses for racial Hit<br />
Dice are Fort +1/3 HD, Ref +1/3 HD,<br />
<strong>and</strong> Will +1/2 HD + 2.<br />
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