04-21-2017, 09:22 AM
(This post was last modified: 04-23-2017, 06:34 PM by Fortheseen.)
Skeleton Family
Blood Bones
This armored creature looks like a red skeleton. Small red pinpoints of light burn in its hollowed eye sockets as it draws its weapon.
CR 3 XP 800
NE Medium Undead
Init: +6; Senses Darkvision 60 ft.; Perception +7
AC 20, touch 12, flat-footed 18(+3 armor, +2 Dex, +5 natural)
hp 25(4d8+4)
Fort +2, Ref +3, Will +4
Defensive Abilities holy burst resistance +2; DR 5/bludgeoning and good; Immune Ice, undead traits
Weakness Fire and Holy
Speed 30 ft.
Melee Greatsword +6 (2d6+4), or 2 claws +6 (1d4+3)
Special Attacks Hell Slash, Marrow Drain
Str 17, Dex 15, Con -, Int 11, Wis 10, Cha 12
Base Atk +3; CMB +6; CMD 18
Feats Improve Initiative, Power Attack
Skills Acrobatics +7, Climb +5, Escape Artist +7, Perception +7, Stealth +9
Languages Abyssal
Gear Studded leather armor, greatsword
Hell Slash(Su)
2/day, as a swift action, a blood bones can imbue its greatsword with dark energies. The next time the blood bones strikes a creature with its greatsword, it discharges the dark elemental energy. It deals an addition 1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude save (DC 13), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (DC 19).
Marrow Drain(Su)
3/day, a blood bones can siphon magic points off a single target within 30 ft. The target must make a Fortitude save (DC 12) or be drained for 1d4 MP which heals the blood bones for the same amount. Blue mages may learn this ability as a 1st level spell (DC 17).
Dark Skeleton
An armored black skeleton wielding a greatsword strides fearlessly into battle, a chill seems to come with it as it moves, its eyes glow bright red and gleam with malice as it strikes fear within its opponents.
CR 7 XP 3200
NE Medium Undead
Init: +7; Senses Darkvision 60 ft.; Perception +13
Aura frightful presence (60 ft., DC 18)
AC 25, touch 14, flat-footed 22(+4 Armor, +3 Dex, +7 natural, +1 Deflection)
hp 77(10d8+30)
Fort +6, Ref +6, Will +7
Defensive Abilities holy burst resistance +4; DR 10/bludgeoning and good; Immune Ice, undead traits
Weakness Fire and Holy
Speed 40 ft.
Melee +1 Greatsword +14 (2d6+8) or 2 claws +12 (1d6+5)
Special Attacks Black Cloud, Blood Saber, Hell Slash, Horror Cloud
Str 21, Dex 16, Con -, Int 14, Wis 10, Cha 16
Base Atk +7; CMB +12; CMD 25
Feats Cleave, Improve Initiative, Great Cleave, Power Attack, Weapon Focus(Greatsword)
Skill Acrobatics +13, Climb +12, Escape Artist +13, Perception +13, Stealth +16
Languages Abyssal, Common + 1 other
Gear Chain Shirt +1, Greatsword +1
Black Cloud(Su)
3/day, a dark skeleton can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. A dark skeleton deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition to the damage, must make a Fortitude save (DC 16) or be inflict with the Blind status effect for 1d6 rounds. Blue mage may learn this ability as a 3rd level spell (DC 21).
Blood Saber(Su)
1/day, a dark skeleton can drain the health of all nearby enemies with a 15-ft.-radius spread. A dark skeleton deals 9d6 points of shadow damage and is healed by half of the total damage done unless those in the area must make a Fortitude save (DC 19) to negate the heal affect and take half damage. Blue mages may learn this ability as a 6th level spell (DC 27).
Hell Slash(Su)
4/day, as a swift action, a dark skeleton can imbue its greatsword with dark energies. The next time the dark skeleton strikes a creature with its greatsword, it discharges the dark elemental energy. It deals an addition 1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude save (DC 15), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (DC 19).
Horror Cloud(Su)
3/day, a dark skeleton can release a black cloud of horror towards its enemy within 60 feet. The target must make a Fortitude save (DC 16) or be inflicted with the Slow status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (DC 21).
Draugar
An armored ancient dark skeleton with gold tattoos wielding a greatsword and causing mayhem to all living creatures. The draugar are guardians of ancient ruins.
CR 12 XP 19200
NE Medium Undead
Init: +8; Senses Darkvision 60 ft.; Perception +17
Aura frightful presence (60 ft., DC 22)
AC 31, touch 16, flat-footed 25(+6 Armor, +3 Dex, +9 natural, +3 Deflection)
hp 142(17d8+68)
Fort +9, Ref +9, Will +10
Defensive Abilities holy burst resistance +6; DR 10/bludgeoning and good; Immune Ice, undead traits
Weakness Fire and Holy
Speed 30 ft.
Melee +3 Greatsword +23/+18/+13 (2d6+7)
Special Attacks Black Cloud, Blood Saber, Hell Slash, Horror Cloud, Malediction
Str 24, Dex 18, Con -, Int 15, Wis 10, Cha 18
Base Atk +12; CMB +19; CMD 33
Feats Cleave, Cleaving Finish, Improve Initiative, Furious Focus, Great Cleave, Power Attack, Shield of Swings, Vital Strike, Weapon Focus(Greatsword)
Skill Acrobatics +18, Climb +17, Escape Artist +18, Perception +20, Stealth +21
Languages Abyssal, Common + 1 other
Gear Breastplate +3, Greatsword +3
Black Cloud(Su)
5/day, a draugar can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. A draugar deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition to the damage, must make a Fortitude save (DC 17) or be inflict with the Blind status effect for 1d6 rounds. Blue mage may learn this ability as a 3rd level spell (DC 21).
Blood Saber(Su)
3/day, a draugar can drain the health of all nearby enemies with a 15-ft.-radius spread. A draugar deals 9d6 points of shadow damage and is healed by half of the total damage done unless those in the area must make a Fortitude save (DC 20) to negate the heal affect and take half damage. Blue mages may learn this ability as a 6th level spell (DC 27).
Hell Slash(Su)
5/day, as a swift action, a draugar can imbue its greatsword with dark energies. The next time the draugar strikes a creature with its greatsword, it discharges the dark elemental energy. It deals an addition 1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude save (DC 16), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (DC 19).
Horror Cloud(Su)
5/day, a draugar can release a black cloud of horror towards its enemy within 60 feet. The target must make a Fortitude save (DC 17) or be inflicted with the Slow status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (DC 21).
Malediction(Su)
1/day, a draugar can release malevolence from within draining the health of all nearby enemies within a 30-ft.-radius spread. A draugar deals 12d6 points of shadow damage and is healed by half of the total damage done unless those in the area must make a Fortitude save (DC 23) to negate the heal affect and take half damage. Blue mages may learn this ability as a 9th level spell (DC 33).
Elite Skeleton
A skeleton wielding a greatsword strides fearlessly into battle, a chill seems to come with it as it moves, its eyes glow bright red and gleam with malice.
CR 5 XP 1600
NE Medium Undead
Init: +6; Senses Darkvision 60 ft.; Perception +10
AC 22, touch 12, flat-footed 20(+4 Armor, +2 Dex, +6 natural)
hp 49(7d8+14)
Fort +4, Ref +4, Will +5
Defensive Abilities holy burst resistance +4; DR 10/bludgeoning and good; Immune Ice, undead traits
Weakness Fire and Holy
Speed 40 ft.
Melee Greatsword +10 (2d6+6) or 2 claws +9 (1d4+4)
Special Attacks Black Cloud, Hell Slash, Marrow Drain
Str 19, Dex 15, Con -, Int 13, Wis 10, Cha 14
Base Atk +5; CMB +9; CMD 21
Feats Cleave, Improve Initiative, Power Attack, Weapon Focus(Greatsword)
Skill Acrobatics +9, Climb +8, Escape Artist +9, Perception +10, Stealth +12
Languages Abyssal, Common
Gear Chain Shirt, Greatsword
Black Cloud(Su)
1/day, an elite skeleton can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. An elite skeleton deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition to the damage, must make a Fortitude save (DC 15) or be inflict with the Blind status effect for 1d6 rounds. Blue mage may learn this ability as a 3rd level spell (DC 21).
Hell Slash(Su)
3/day, as a swift action, an elite skeleton can imbue its greatsword with dark energies. The next time the elite skeleton strikes a creature with its greatsword, it discharges the dark elemental energy. It deals an addition 1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude save (DC 14), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (DC 19).
Marrow Drain(Su)
3/day, an elite skeleton can siphon magic points off a single target within 30 ft. The target must make a Fortitude save (DC 11) or be drained for 1d4 MP which heals the elite skeleton for the same amount. Blue mages may learn this ability as a 1st level spell (DC 17).
Skeleton
This creature appears to be nothing but a set of animated bones. Pinpoints of red light smolder in its empty eye sockets.
CR 1/3 XP 135
NE Medium Undead
Init: +6; Senses Darkvision 60 ft.; Perception +0
AC 16, touch 12, flat-footed 14(+2 armor, +2 Dex, +2 natural)
hp 5(1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune Ice, undead traits
Weakness Fire and Holy
Speed 30 ft.
Melee Broken scimitar +0 (1d6), claw -3 (1d4+1), or 2 claws +2 (1d4+2)
Special Attacks Marrow Drain
Str 15, Dex 14, Con -, Int -, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improve Initiative
Gear Leather armor, broken scimitar
Marrow Drain(Su)
Once per day, a skeleton can siphon magic points off a single target within 30 ft. The target must make a Fortitude save (DC 11) or be drained for 1d4 MP which heals the skeleton for the same amount. Blue mages may learn this ability as a 1st level spell (DC 17).
Skuldier
An armored blue skeleton wielding a greatsword and causing mayhem to all living creatures. Some say their fallen knights who seek revenge on those who brought them their demise but still mistaken all living as foes.
CR 9 XP 6400
NE Medium Undead
Init: +7; Senses Darkvision 60 ft.; Perception +17
Aura frightful presence (60 ft., DC 20)
AC 27, touch 15, flat-footed 24(+4 Armor, +3 Dex, +8 natural, +2 Deflection)
hp 107(14d8+42)
Fort +7, Ref +7, Will +9
Defensive Abilities holy burst resistance +6; DR 10/bludgeoning and good; Immune Ice, undead traits
Weakness Fire and Holy
Speed 30 ft.
Melee +2 Greatsword +19/+14 (2d6+6)
Special Attacks Black Cloud, Blood Saber, Hell Slash, Horror Cloud
Str 22, Dex 17, Con -, Int 14, Wis 10, Cha 17
Base Atk +10; CMB +16; CMD 29
Feats Cleave, Improve Initiative, Furious Focus, Great Cleave, Power Attack, Shield of Swings, Weapon Focus(Greatsword)
Skill Acrobatics +15, Climb +14, Escape Artist +15, Perception +17, Stealth +18
Languages Abyssal, Common + 1 other
Gear Scale Mail +2, Greatsword +2
Black Cloud(Su)
3/day, a skuldier can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. A skuldier deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition to the damage, must make a Fortitude save (DC 16) or be inflict with the Blind status effect for 1d6 rounds. Blue mage may learn this ability as a 3rd level spell (DC 21).
Blood Saber(Su)
2/day, a skuldier can drain the health of all nearby enemies with a 15-ft.-radius spread. A skuldier deals 9d6 points of shadow damage and is healed by half of the total damage done unless those in the area must make a Fortitude save (DC 19) to negate the heal affect and take half damage. Blue mages may learn this ability as a 6th level spell (DC 27).
Hell Slash(Su)
5/day, as a swift action, a skuldier can imbue its greatsword with dark energies. The next time the skuldier strikes a creature with its greatsword, it discharges the dark elemental energy. It deals an addition 1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude save (DC 15), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (DC 19).
Horror Cloud(Su)
3/day, a dark skeleton can release a black cloud of horror towards its enemy within 60 feet. The target must make a Fortitude save (DC 16) or be inflicted with the Slow status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (DC 21).
Skull Warrior
This armored creature looks like a yellow skeleton. Small red pinpoints of light burn in its hollowed eye sockets as it draws its weapon.
CR 1 XP 400
NE Medium Undead
Init: +6; Senses Darkvision 60 ft.; Perception +5
AC 18, touch 12, flat-footed 16(+3 armor, +2 Dex, +3 natural)
hp 11(2d8)
Fort +0, Ref +2, Will +3
DR 5/bludgeoning; Immune Ice, undead traits
Weakness Fire and Holy
Speed 30 ft.
Melee Scimitar +2 (1d6+3/18-20), claw -1 (1d4+3), or 2 claws +4 (1d4+3)
Special Attacks Hell Slash, Marrow Drain
Str 16, Dex 14, Con -, Int 8, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 16
Feats Improve Initiative
Skills Acrobatics +5, Climb +4, Escape Artist +5, Perception +5, Stealth +7
Gear Studded leather armor, scimitar
Hell Slash(Su)
Once per day, as a swift action, a skull warrior can imbue its scimitar with dark energies. The next time the skull warrior strikes a creature with its scimitar, it discharges the dark elemental energy. It deals an addition 1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude save (DC 12), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (DC 19).
Marrow Drain(Su)
2/day, a skull warrior can siphon magic points off a single target within 30 ft. The target must make a Fortitude save (DC 11) or be drained for 1d4 MP which heals the skull warrior for the same amount. Blue mages may learn this ability as a 1st level spell (DC 17).
Blood Bones
This armored creature looks like a red skeleton. Small red pinpoints of light burn in its hollowed eye sockets as it draws its weapon.
CR 3 XP 800
NE Medium Undead
Init: +6; Senses Darkvision 60 ft.; Perception +7
AC 20, touch 12, flat-footed 18(+3 armor, +2 Dex, +5 natural)
hp 25(4d8+4)
Fort +2, Ref +3, Will +4
Defensive Abilities holy burst resistance +2; DR 5/bludgeoning and good; Immune Ice, undead traits
Weakness Fire and Holy
Speed 30 ft.
Melee Greatsword +6 (2d6+4), or 2 claws +6 (1d4+3)
Special Attacks Hell Slash, Marrow Drain
Str 17, Dex 15, Con -, Int 11, Wis 10, Cha 12
Base Atk +3; CMB +6; CMD 18
Feats Improve Initiative, Power Attack
Skills Acrobatics +7, Climb +5, Escape Artist +7, Perception +7, Stealth +9
Languages Abyssal
Gear Studded leather armor, greatsword
Hell Slash(Su)
2/day, as a swift action, a blood bones can imbue its greatsword with dark energies. The next time the blood bones strikes a creature with its greatsword, it discharges the dark elemental energy. It deals an addition 1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude save (DC 13), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (DC 19).
Marrow Drain(Su)
3/day, a blood bones can siphon magic points off a single target within 30 ft. The target must make a Fortitude save (DC 12) or be drained for 1d4 MP which heals the blood bones for the same amount. Blue mages may learn this ability as a 1st level spell (DC 17).
Dark Skeleton
An armored black skeleton wielding a greatsword strides fearlessly into battle, a chill seems to come with it as it moves, its eyes glow bright red and gleam with malice as it strikes fear within its opponents.
CR 7 XP 3200
NE Medium Undead
Init: +7; Senses Darkvision 60 ft.; Perception +13
Aura frightful presence (60 ft., DC 18)
AC 25, touch 14, flat-footed 22(+4 Armor, +3 Dex, +7 natural, +1 Deflection)
hp 77(10d8+30)
Fort +6, Ref +6, Will +7
Defensive Abilities holy burst resistance +4; DR 10/bludgeoning and good; Immune Ice, undead traits
Weakness Fire and Holy
Speed 40 ft.
Melee +1 Greatsword +14 (2d6+8) or 2 claws +12 (1d6+5)
Special Attacks Black Cloud, Blood Saber, Hell Slash, Horror Cloud
Str 21, Dex 16, Con -, Int 14, Wis 10, Cha 16
Base Atk +7; CMB +12; CMD 25
Feats Cleave, Improve Initiative, Great Cleave, Power Attack, Weapon Focus(Greatsword)
Skill Acrobatics +13, Climb +12, Escape Artist +13, Perception +13, Stealth +16
Languages Abyssal, Common + 1 other
Gear Chain Shirt +1, Greatsword +1
Black Cloud(Su)
3/day, a dark skeleton can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. A dark skeleton deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition to the damage, must make a Fortitude save (DC 16) or be inflict with the Blind status effect for 1d6 rounds. Blue mage may learn this ability as a 3rd level spell (DC 21).
Blood Saber(Su)
1/day, a dark skeleton can drain the health of all nearby enemies with a 15-ft.-radius spread. A dark skeleton deals 9d6 points of shadow damage and is healed by half of the total damage done unless those in the area must make a Fortitude save (DC 19) to negate the heal affect and take half damage. Blue mages may learn this ability as a 6th level spell (DC 27).
Hell Slash(Su)
4/day, as a swift action, a dark skeleton can imbue its greatsword with dark energies. The next time the dark skeleton strikes a creature with its greatsword, it discharges the dark elemental energy. It deals an addition 1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude save (DC 15), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (DC 19).
Horror Cloud(Su)
3/day, a dark skeleton can release a black cloud of horror towards its enemy within 60 feet. The target must make a Fortitude save (DC 16) or be inflicted with the Slow status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (DC 21).
Draugar
An armored ancient dark skeleton with gold tattoos wielding a greatsword and causing mayhem to all living creatures. The draugar are guardians of ancient ruins.
CR 12 XP 19200
NE Medium Undead
Init: +8; Senses Darkvision 60 ft.; Perception +17
Aura frightful presence (60 ft., DC 22)
AC 31, touch 16, flat-footed 25(+6 Armor, +3 Dex, +9 natural, +3 Deflection)
hp 142(17d8+68)
Fort +9, Ref +9, Will +10
Defensive Abilities holy burst resistance +6; DR 10/bludgeoning and good; Immune Ice, undead traits
Weakness Fire and Holy
Speed 30 ft.
Melee +3 Greatsword +23/+18/+13 (2d6+7)
Special Attacks Black Cloud, Blood Saber, Hell Slash, Horror Cloud, Malediction
Str 24, Dex 18, Con -, Int 15, Wis 10, Cha 18
Base Atk +12; CMB +19; CMD 33
Feats Cleave, Cleaving Finish, Improve Initiative, Furious Focus, Great Cleave, Power Attack, Shield of Swings, Vital Strike, Weapon Focus(Greatsword)
Skill Acrobatics +18, Climb +17, Escape Artist +18, Perception +20, Stealth +21
Languages Abyssal, Common + 1 other
Gear Breastplate +3, Greatsword +3
Black Cloud(Su)
5/day, a draugar can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. A draugar deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition to the damage, must make a Fortitude save (DC 17) or be inflict with the Blind status effect for 1d6 rounds. Blue mage may learn this ability as a 3rd level spell (DC 21).
Blood Saber(Su)
3/day, a draugar can drain the health of all nearby enemies with a 15-ft.-radius spread. A draugar deals 9d6 points of shadow damage and is healed by half of the total damage done unless those in the area must make a Fortitude save (DC 20) to negate the heal affect and take half damage. Blue mages may learn this ability as a 6th level spell (DC 27).
Hell Slash(Su)
5/day, as a swift action, a draugar can imbue its greatsword with dark energies. The next time the draugar strikes a creature with its greatsword, it discharges the dark elemental energy. It deals an addition 1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude save (DC 16), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (DC 19).
Horror Cloud(Su)
5/day, a draugar can release a black cloud of horror towards its enemy within 60 feet. The target must make a Fortitude save (DC 17) or be inflicted with the Slow status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (DC 21).
Malediction(Su)
1/day, a draugar can release malevolence from within draining the health of all nearby enemies within a 30-ft.-radius spread. A draugar deals 12d6 points of shadow damage and is healed by half of the total damage done unless those in the area must make a Fortitude save (DC 23) to negate the heal affect and take half damage. Blue mages may learn this ability as a 9th level spell (DC 33).
Elite Skeleton
A skeleton wielding a greatsword strides fearlessly into battle, a chill seems to come with it as it moves, its eyes glow bright red and gleam with malice.
CR 5 XP 1600
NE Medium Undead
Init: +6; Senses Darkvision 60 ft.; Perception +10
AC 22, touch 12, flat-footed 20(+4 Armor, +2 Dex, +6 natural)
hp 49(7d8+14)
Fort +4, Ref +4, Will +5
Defensive Abilities holy burst resistance +4; DR 10/bludgeoning and good; Immune Ice, undead traits
Weakness Fire and Holy
Speed 40 ft.
Melee Greatsword +10 (2d6+6) or 2 claws +9 (1d4+4)
Special Attacks Black Cloud, Hell Slash, Marrow Drain
Str 19, Dex 15, Con -, Int 13, Wis 10, Cha 14
Base Atk +5; CMB +9; CMD 21
Feats Cleave, Improve Initiative, Power Attack, Weapon Focus(Greatsword)
Skill Acrobatics +9, Climb +8, Escape Artist +9, Perception +10, Stealth +12
Languages Abyssal, Common
Gear Chain Shirt, Greatsword
Black Cloud(Su)
1/day, an elite skeleton can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. An elite skeleton deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition to the damage, must make a Fortitude save (DC 15) or be inflict with the Blind status effect for 1d6 rounds. Blue mage may learn this ability as a 3rd level spell (DC 21).
Hell Slash(Su)
3/day, as a swift action, an elite skeleton can imbue its greatsword with dark energies. The next time the elite skeleton strikes a creature with its greatsword, it discharges the dark elemental energy. It deals an addition 1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude save (DC 14), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (DC 19).
Marrow Drain(Su)
3/day, an elite skeleton can siphon magic points off a single target within 30 ft. The target must make a Fortitude save (DC 11) or be drained for 1d4 MP which heals the elite skeleton for the same amount. Blue mages may learn this ability as a 1st level spell (DC 17).
Skeleton
This creature appears to be nothing but a set of animated bones. Pinpoints of red light smolder in its empty eye sockets.
CR 1/3 XP 135
NE Medium Undead
Init: +6; Senses Darkvision 60 ft.; Perception +0
AC 16, touch 12, flat-footed 14(+2 armor, +2 Dex, +2 natural)
hp 5(1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune Ice, undead traits
Weakness Fire and Holy
Speed 30 ft.
Melee Broken scimitar +0 (1d6), claw -3 (1d4+1), or 2 claws +2 (1d4+2)
Special Attacks Marrow Drain
Str 15, Dex 14, Con -, Int -, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improve Initiative
Gear Leather armor, broken scimitar
Marrow Drain(Su)
Once per day, a skeleton can siphon magic points off a single target within 30 ft. The target must make a Fortitude save (DC 11) or be drained for 1d4 MP which heals the skeleton for the same amount. Blue mages may learn this ability as a 1st level spell (DC 17).
Skuldier
An armored blue skeleton wielding a greatsword and causing mayhem to all living creatures. Some say their fallen knights who seek revenge on those who brought them their demise but still mistaken all living as foes.
CR 9 XP 6400
NE Medium Undead
Init: +7; Senses Darkvision 60 ft.; Perception +17
Aura frightful presence (60 ft., DC 20)
AC 27, touch 15, flat-footed 24(+4 Armor, +3 Dex, +8 natural, +2 Deflection)
hp 107(14d8+42)
Fort +7, Ref +7, Will +9
Defensive Abilities holy burst resistance +6; DR 10/bludgeoning and good; Immune Ice, undead traits
Weakness Fire and Holy
Speed 30 ft.
Melee +2 Greatsword +19/+14 (2d6+6)
Special Attacks Black Cloud, Blood Saber, Hell Slash, Horror Cloud
Str 22, Dex 17, Con -, Int 14, Wis 10, Cha 17
Base Atk +10; CMB +16; CMD 29
Feats Cleave, Improve Initiative, Furious Focus, Great Cleave, Power Attack, Shield of Swings, Weapon Focus(Greatsword)
Skill Acrobatics +15, Climb +14, Escape Artist +15, Perception +17, Stealth +18
Languages Abyssal, Common + 1 other
Gear Scale Mail +2, Greatsword +2
Black Cloud(Su)
3/day, a skuldier can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. A skuldier deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition to the damage, must make a Fortitude save (DC 16) or be inflict with the Blind status effect for 1d6 rounds. Blue mage may learn this ability as a 3rd level spell (DC 21).
Blood Saber(Su)
2/day, a skuldier can drain the health of all nearby enemies with a 15-ft.-radius spread. A skuldier deals 9d6 points of shadow damage and is healed by half of the total damage done unless those in the area must make a Fortitude save (DC 19) to negate the heal affect and take half damage. Blue mages may learn this ability as a 6th level spell (DC 27).
Hell Slash(Su)
5/day, as a swift action, a skuldier can imbue its greatsword with dark energies. The next time the skuldier strikes a creature with its greatsword, it discharges the dark elemental energy. It deals an addition 1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude save (DC 15), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (DC 19).
Horror Cloud(Su)
3/day, a dark skeleton can release a black cloud of horror towards its enemy within 60 feet. The target must make a Fortitude save (DC 16) or be inflicted with the Slow status effect for 1d6 rounds. Blue mages may learn this ability as a 3rd level spell (DC 21).
Skull Warrior
This armored creature looks like a yellow skeleton. Small red pinpoints of light burn in its hollowed eye sockets as it draws its weapon.
CR 1 XP 400
NE Medium Undead
Init: +6; Senses Darkvision 60 ft.; Perception +5
AC 18, touch 12, flat-footed 16(+3 armor, +2 Dex, +3 natural)
hp 11(2d8)
Fort +0, Ref +2, Will +3
DR 5/bludgeoning; Immune Ice, undead traits
Weakness Fire and Holy
Speed 30 ft.
Melee Scimitar +2 (1d6+3/18-20), claw -1 (1d4+3), or 2 claws +4 (1d4+3)
Special Attacks Hell Slash, Marrow Drain
Str 16, Dex 14, Con -, Int 8, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 16
Feats Improve Initiative
Skills Acrobatics +5, Climb +4, Escape Artist +5, Perception +5, Stealth +7
Gear Studded leather armor, scimitar
Hell Slash(Su)
Once per day, as a swift action, a skull warrior can imbue its scimitar with dark energies. The next time the skull warrior strikes a creature with its scimitar, it discharges the dark elemental energy. It deals an addition 1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude save (DC 12), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (DC 19).
Marrow Drain(Su)
2/day, a skull warrior can siphon magic points off a single target within 30 ft. The target must make a Fortitude save (DC 11) or be drained for 1d4 MP which heals the skull warrior for the same amount. Blue mages may learn this ability as a 1st level spell (DC 17).
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.