Skeleton, Dust (Template)<\/h1> A dust skeleton is a variant skeleton whose bones are dried almost to the point of disintegration. In its wake it leaves a trail of blue-gray dust hanging in the air. Dust skeletons are used to break enemy formations by disabling large numbers of troops.\r
A dust skeleton weighs only one-fifth as much a standard skeleton of the same size.
Creating a Skeleton, Dust<\/h2> Armor Class:<\/b> A dust skeleton's natural armor bonus is 2 less than a standard skeleton.\r
Attack:<\/b> A dust skeleton's claw attacks deal damage as if the skeleton were two size categories smaller than normal (to a minimum of 1 point of damage). If the base creature's natural attacks iinclude claw attacks, use the dust skeleton claw damage if it\u00c2\u0092s better. Reduce the damage of any other natural attacks possessed by the base creature as if it were one size category smaller.\r
Special Attacks:<\/b> A dust skeleton gains the following special attacks.\r
Aura of Dust (Ex):<\/i> A dust skeleton constantly emits a cloud of irritating dust, which spreads out to a distance equal to twice its Space (for example, a Small or Medium dust skeleton has a 10-foot-radius aura of dust). All living creatures which enter this cloud of dust must make a Fortitude save or be dazzled for 1d2 rounds. The save DC is Strength-based.\r
Death Throes (Ex):<\/i> If a dust skeleton is slain its body explodes into a burst of toxic dust, affecting all living creatures within a radius equal to twice the skeleton's space (for example, a 10-foot-radius burst for a Small or Medium dust skeleton). Creatures within the area must make a Fortitude save or be nauseated for 2d6 rounds. Creatures that succeed on their saves are instead sickened for 1 round. The save DC is Strength-based and includes a +2 racial bonus.\r
Special Qualities:<\/b> Dust skeletons do not have damage reduction. A dust skeleton also gains the following special quality.\r
Trail of Dust (Ex):<\/i> A dust skeleton leaves a trail of dust wherever it goes. Any creature attempting to track a dust skeleton by sight receives a +12 circumstance bonus on their Survival checks to track the skeleton. This dust trail is a strong irritant, so creatures attempting to track its trail by scent are affected as if they were exposed to the skeleton's aura of dust (see above).\r
CR Adjustment:<\/b> A dust skeleton is treated as one step higher on the skeleton CR chart. Challenge Rating: <\/strong>Varies
Sample Skeleton, Dust<\/h2> Dust Skeleton, Human Warrior<\/b>\r Medium Undead \r Hit Dice: 1d12 (6 hp) \r Initiative: +5 \r Speed: 30 ft. (6 squares) \r Armor Class: 13 (+1 Dex, +2 heavy steel shield), touch 11, flat-footed 12\r Base Attack\/Grapple +0\/+1 \r Attack: Scimitar +1 melee (1d6+1\/18\u00c2\u009620) or claw +1 melee (1d2+1) \r Full Attack: Scimitar +1 melee (1d6+1\/18\u00c2\u009620) or 2 claws +1 melee (1d2+1) \r Space\/Reach: 5 ft.\/5 ft. \r Special Attacks: Aura of dust, death throes\r Special Qualities: Darkvision 60 ft., immunity to cold, trail of dust, undead traits \r Saves: Fort +0, Ref +1, Will +2 \r Abilities: Str 13, Dex 13, Con \u00c2\u0097, Int \u00c2\u0097, Wis 10, Cha 1\r Skills: \u00c2\u0097\r Feats: Improved Initiative (B)\r Environment: Temperate plains \r Organization: Any \r Challenge Rating: 1\r Treasure: None \r Alignment: Always neutral evil \r Advancement: \u00c2\u0097\r Level Adjustment: \u00c2\u0097\r
Aura of Dust (Ex): A dust skeleton constantly emits a cloud of irritating dustin a 10-foot-radius. All living creatures which enter this cloud of dust must make a DC 11 Fortitude save or be dazzled for 1d2 rounds. The save DC is Strength-based.\r
Death Throes (Ex): If a dust skeleton is slain its body explodes into a burst of toxic dust, affecting all living creatures within a 10-foot-radius burst. Creatures within the area must make a DC 13 Fortitude save or be nauseated for 2d6 rounds. Creatures that succeed on their saves are instead sickened for 1 round. The save DC is Strength-based and includes a +2 racial bonus.\r
Trail of Dust (Ex): A dust skeleton leaves a trail of dust wherever it goes. Any creature attempting to track a dust skeleton by sight receives a +12 circumstance bonus on their Survival checks to track the skeleton. This dust trail is a strong irritant, so creatures attempting to track its trail by scent are affected as if they were exposed to the skeleton's aura of dust (see above).\r
Dust Skeleton Light Horse<\/b>\r Large Undead\r Hit Dice: 3d12 (19 hp)\r Initiative: +6\r Speed: 60 ft. (12 squares)\r Armor Class: 11 (\u00c2\u00961 size, +2 Dex), touch 12, flat-footed 9\r Base Attack\/Grapple: +1\/+7\r Attack: Hoof \u00c2\u00962 melee (1d3+1*)\r Full Attack: 2 hooves \u00c2\u00962 melee (1d3+1*)\r Space\/Reach: 10 ft.\/5 ft.\r Special Attacks: \u00c2\u0097\r Special Qualities: Darkvision 60 ft., immunity to cold, trail of dust, undead traits \r Saves: Fort +1, Ref +3, Will +3\r Abilities: Str 14, Dex 15, Con \u00c2\u0097, Int \u00c2\u0097, Wis 10, Cha 1\r Skills: \u00c2\u0097\r Feats: Improved Initiative (B)\r Environment: Temperate plains\r Organization: Any\r Challenge Rating: 2 \r Treasure: None \r Alignment: Always neutral evil \r Advancement: \u00c2\u0097\r Level Adjustment: \u00c2\u0097\r
Aura of Dust (Ex): A dust skeleton constantly emits a cloud of irritating dustin a 20-foot-radius. All living creatures which enter this cloud of dust must make a DC 13 Fortitude save or be dazzled for 1d2 rounds. The save DC is Strength-based.\r
Death Throes (Ex): If a dust skeleton is slain its body explodes into a burst of toxic dust, affecting all living creatures within a 20-foot-radius burst. Creatures within the area must make a DC 15 Fortitude save or be nauseated for 2d6 rounds. Creatures that succeed on their saves are instead sickened for 1 round. The save DC is Strength-based and includes a +2 racial bonus.\r
Trail of Dust (Ex): A dust skeleton leaves a trail of dust wherever it goes. Any creature attempting to track a dust skeleton by sight receives a +12 circumstance bonus on their Survival checks to track the skeleton. This dust trail is a strong irritant, so creatures attempting to track its trail by scent are affected as if they were exposed to the skeleton's aura of dust (see above). \u00a0 Dragon Magazine #234<\/em> <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Any","environment":"Any"},{"name":"Skeleton, Spike","type":"Undead","ch":2,"challenge_rating":" 2 \u00a0","id":6501,"reference":"Usergen","full_text":"Skeleton, Spike <\/h1><\/td> <\/tr> <\/td> <\/tr> | Medium\u00a0Undead \t<\/h3><\/td> <\/tr>Hit Dice: <\/strong> 3d12\u00a0(19 hp)<\/td> <\/tr>Initiative: <\/strong> +5<\/td> <\/tr>Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>Armor Class: <\/strong> 14 (+1 Dex, +3 natural), touch 11, flat-footed 13<\/td> <\/tr>Base Attack\/Grapple: <\/strong>+2\/+3<\/td> <\/tr>Attack: <\/strong>Claw +2 melee (1d4+1) or spikes +2 melee (1d6+1 plus bleeding wounds and bonespray)\r <\/td> <\/tr>Full Attack: <\/strong>2 claws +2 melee (1d4+1) or spikes +2 melee (1d6+1 plus bleeding wounds and bonespray)\r <\/td> <\/tr>Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>Special Attacks: <\/strong>Bleeding wounds, bonespray, burning blood, spikes\r <\/td> <\/tr>Special Qualities: <\/strong>Damage reduction 5\/bludgeoning, darkvision 60 ft., immunity to cold, undead traits<\/td> <\/tr>Saves: <\/strong>Fort +1, Ref +2, Will +3 <\/td> <\/tr>Abilities: <\/strong>Str 13, Dex 13, Con \u00c2\u0097, Int \u00c2\u0097, Wis 10, Cha 11 <\/td> <\/tr>Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>Feats: <\/strong>Improved Initiative (B)<\/td> <\/tr> <\/td> <\/tr> | Environment: <\/strong>Any<\/td> <\/tr>Organization: <\/strong>Solitary or band (2-20)<\/td> <\/tr>Challenge Rating: <\/strong>2<\/td> <\/tr>Treasure: <\/strong>None<\/td> <\/tr>Alignment: <\/strong>Always neutral evil<\/td> <\/tr>Advancement: <\/strong>None<\/td> <\/tr>Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr>\u00a0<\/td> <\/tr> | This walking skeleton bristles with three-inch bony spikes.<\/i>\r
Spike skeletons are more resilient, deadlier skeletons. They are often used to demoralize enemy troops with their horrific and agonizing special abilities.\r
Spike skeletons can be created with a create undead<\/i> spell cast by a 12th-level spellcaster. \r
COMBAT\r
Spike skeletons fight much like standard skeletons, except they never wield manufactured weapons.\r
Bleeding Wounds (Ex):<\/b> A wound from a spike skeleton's bonespray or spikes attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application of any cure<\/i> spell or other healing spell (heal, mass heal<\/i>, and so on).\r
Bonespray (Ex):<\/b> A spike skeleton emits a spray of razor-sharp bone shards whenever it hits an opponent with a spike attack. It also emits a bonespray whenever the skeleton takes more than 2 points of damage. Each bonespray deals 3d4 points of piercing damage and causes bleeding wounds (see above) to all creatures within a 5-foot burst centered on the skeleton. A successful DC 13 Reflex save halves this damage. Every time a spike skeleton emits a bonespray attack it takes 1d3 points of damage. The save DC is Charisma-based and includes a +2 racial bonus.\r
Burning Blood (Su):<\/b> Once per day, a spike skeleton can add a spray of burning blood when making a bonespray special attack. The burning blood affects all opponents within the area affected by the bonespray, a 5-foot burst centered on the skeleton. Any opponent within this area that has bleeding wounds from a spike skeleton's bonespray or spike melee attacks must make a DC 11 Reflex save or the wounds burst into flames, dealing 3d4 points of fire damage per round over the next three rounds. Victims can make an additional DC 11 Reflex save after each round of fire damage to extinguish the flames and stop any further damage from that instance of burning blood. Creature without blood or a blood-like fluid such as ichor are unaffected by the burning blood. The save DCs are Charisma-based.\r
Spikes (Ex):<\/b> A spike skeleton is covered in bony protrusions that allow the skeleton to make grapple and melee attacks as if it is wearing armour spikes. A hit with a spike attack triggers the spike skeleton's bonespray special attack.<\/td> <\/tr>\u00a0<\/td> <\/tr> | 1996 Wizards of the Coast, Inc. Originally found in Dragon Magazine #234<\/em><\/td> <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Undead","alignment":"Always neutral evil","environment":"Any"},{"name":"Skelter","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6502,"reference":"Usergen","full_text":" Skelter (Template)<\/h1> The leathery skin of this emaciated humanoid is drawn tight over its bones. Its eyes burn with intense pinpoints of light.<\/i>\r
A skelter is a special undead that arises only from a creature that possesses a bloodline.\r
When slain, a skelter moulders into a pile of flesh and bone.\r
Skelters speak any languages they knew in life in a raspy, spiteful voice.
Creating a Skelter<\/h2> \"Skelter\" is a template that can be added to any humanoid or monstrous humanoid creature that possesses a bloodline (referred to hereafter as the \"base creature\").\r
A skelter uses all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r
Size and Type:<\/b> The creature\u00c2\u0092s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.\r
Attack:<\/b> A skelter has a touch attack that it can use once per round. If the base creature can use weapons, the skelter retains this ability. A creature with natural weapons retains those natural weapons. A skelter fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A skelter armed with a weapon uses its touch or a weapon, as it desires.\r
Full Attack:<\/b> A skelter fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).\r
Damage:<\/b> A skelter without natural weapons has a touch attack that uses negative energy to deal 1d8 points of damage to living creatures; a Will save (DC 10 + 1\/2 skelter's HD + skelter's Cha modifier) halves the damage. A skelter with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8 points of extra damage on one natural weapon attack. Hit Dice: <\/strong>Increase all current and future Hit Dice to d12s. AC:<\/strong> A skelter has a +3 natural armor bonus or the base creature\u00c2\u0092s natural armor bonus, whichever is better. Special Attacks: <\/strong>A skelter retains all the base creature\u00c2\u0092s special attacks and gains those described below. Save DCs are equal to 10 + 1\/2 skelter's HD + skelter's Cha modifier unless otherwise noted.\r
Command Undead (Su):<\/i> A skelter can rebuke or command undead as a cleric of a level equal to the skelter's Hit Dice.\r
Create Spawn (Su):<\/i> Any humanoid or monstrous humanoid slain by a skelter's energy drain attack becomes a zombire in 1d4 rounds. Zombire spawn are under the command of the spectre that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a skelter instead become free-willed skelters.\r
Energy Drain (Su):<\/i> Living creatures hit by a skelter's touch attack gain one negative level. For each such negative level bestowed, the skelter gains 5 temporary hit points.\r
Special Qualities: <\/strong>A skelter retains all the base creature\u00c2\u0092s special qualities and gains those described below.\r
Damage Reduction (Su):<\/i> A skelter's undead body is tough, giving the creature damage reduction 10\/silver or magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.\r
Immunities (Ex):<\/i> Skelters have immunity to cold and mind-affecting attacks.\r
Turn Resistance (Ex):<\/i> A skelter has +2 turn resistance.\r
Unholy Toughness (Ex):<\/i> A skelter gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.\r
Abilities: <\/strong>Adjust from the base creature as follows: Str +2, Dex +2, Int +4, Cha +4. As undead creatures, skelters have no Constitution score.\r Alignment: <\/strong>Usually chaotic evil Advancement: <\/strong>By character class. Challenge Rating: <\/strong>+2 Level Adjustment: <\/strong>Same as the base creature +4.
Sample Skelter<\/h2> Skelter, 5th-Level Human Fighter\/1st-Level Demon Bloodline (major)<\/b>\r Medium Undead (Augmented Humanoid)\r Hit Dice: 5d12+20 (52 hp)\r Initiative: +2\r Speed: 30 ft. (6 squares)\r AC: 18 (+2 Dex, +3 natural, +3 +1 leather armor), touch 12, flat-footed 16\r Base Attack\/Grapple: +5\/+8\r Attack: Touch +7 melee (1d8+4 plus energy drain) or +1 ranseur +10 melee (2d4+9\/x3)\r Full Attack: Touch +7 melee (1d8+4 plus energy drain) or +1 ranseur +10 melee (2d4+9\/x3)\r Space\/Reach: 5 ft.\/5 ft. \r Special Attacks: Command undead, create spawn, energy drain\r Special Qualities: Damage reduction 10\/silver or magic, darkvision 60 ft., demon affinity, immunity to cold and mind-affecting attacks, resistance to electricity 5, +2 turn resistance, undead traits\r Saves: Fort +4, Ref +3, Will +0\r Abilities: Str 19, Dex 15, Con -, Int 14, Wis 8, Cha 18\r Skills: Climb +12, Jump +12, Move Silently +4, Swim +12\r Feats: Cleave, Combat Expertise, Combat Reflexes, Improved Disarm, Power Attack (B), Weapon Focus (ranseur), Weapon Specialization (ranseur)\r Climate\/Terrain: Any\r Organization: Solitary\r Challenge Rating: 8\r Treasure: Standard\r Alignment: Usually chaotic evil\r Advancement: By character class\r Level Adjustment: +4\r
Command Undead (Su): This skelter can rebuke or command undead as a 6th-level cleric.<\/b>\r
Create Spawn (Su):<\/b> Any humanoid or monstrous humanoid slain by a skelter's energy drain attack becomes a zombire in 1d4 rounds. Zombire spawn are under the command of the spectre that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a skelter instead become free-willed skelters.\r
Demon Affinity (Ex):<\/b> Because of its bloodline, this skelter gains a +2 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with demons. \r
Energy Drain (Su):<\/b> Living creatures hit by a skelter's touch attack gain one negative level. For each such negative level bestowed, the skelter gains 5 temporary hit points. The Fortitude save DC to remove the negative level after 24 hours is 17. The save DC is Charisma-based.\r
Unholy Toughness (Ex):<\/b> A skelter gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.\r
\u00a0 Dungeon Magazine #59<\/em> <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":"Usually chaotic evil","environment":"Any"},{"name":"Skin Puppet","type":"Template","ch":"10","challenge_rating":" Varies \u00a0","id":6503,"reference":"Usergen","full_text":" Skin Puppet (Template)<\/h1> Skin puppets are the servants of the false Keraptis mold wyrm Mossmutter, creatures that succumbed to Mossmutter's spore cough. They now act as Mossmutter's subsumed minds. (See the entry for Mossmutter, the false Keraptis template, and the subsumed mind template for more information.)\r
Upon becoming a skin puppet, the creature's skin tears and gray fungal goo oozes forth from cracks and gaps in the skin. As this goo hardens, it forms crusty patches, giving the skin the appearance of an ill-made garment. Hundreds of fibrous threads cover the skin puppet, preventing it from collapsing into fungal jelly.\r
Upon its death, a skin puppet splits open and its gray, gooey innards spill forth onto the ground. This goo arises as a mold wyrm 8 hours later. Upon Mossmutter's destruction, all skin puppets immediately die as well, becoming ordinary mold wyrms.\r
The transformation to a skin puppet can be reversed with a wish<\/i> or miracle<\/i>.
Creating a Skin Puppet<\/h2> \"Skin puppet\" is an acquired template that can be added to any living creature with an Intelligence score which has been affected by the partial imprint ability of the false Keraptis Mossmutter (henceforth referred to as the base creature).\r
Creatures of more than 20 racial HD cannot become skin puppets. Mossmutter's spores cannot convert such a powerful creature into a skin puppet, and they kill their victim instead.\r
A skin puppet has all the base creature\u00c2\u0092s statistics and special abilities except as noted here.\r
Size and Type:<\/b> The base creature\u00c2\u0092s size is unchanged, and the type changes to plant.\r
Hit Dice:<\/b> Drop any Hit Dice from class levels (to a minimum of 1). Change all Hit Dice to d8.\r
Speed:<\/b> The natural speed and movement forms of the skin puppet are unchanged. \r
Armor Class:<\/b> The natural armor of a skin puppet is unchanged. A skin puppet retains its armor proficiencies.\r
Base Attack:<\/b> A skin puppet has a base attack bonus as normal for a plant of its hit dice (Base attack bonus equal to 3\/4 total Hit Dice, as cleric).\r
Attacks:<\/b> A skin puppet retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature and gains two claw attacks (if it did not already have them). These attacks are subject to a -1 insight penalty.\r
Damage:<\/b> Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skin puppet's size. (If the base creature already had claw attacks with its hands, use the skin puppet claw damage only if it\u00c2\u0092s better.)\r
Size \/ Damage\r Diminutive or Fine \/ 1d2\r Tiny \/ 1d3\r Small \/ 1d4\r Medium \/ 1d6\r Large \/ 1d8\r Huge \/ 2d6\r Gargantuan \/ 2d8\r Colossal \/ 3d6\r
Special Attacks:<\/b> A skin puppet retains the base creature's Ex special attacks except for those gained from class abilities. It loses all Su, Sp, and Ps special attacks. It also gains the following special attacks.\r
Claw Spores:<\/i> Creatures damaged by a skin puppet's claw attack must make a Fortitude save or spend that round choking and coughing (they can take no actions, though they defend themselves normally). A character who chokes for 2 or more consecutive rounds takes 1d6 points of nonlethal damage each round. The save DC is Constitution-based.\r
Instrument of Hierarchical Mind (Su):<\/i> A skin puppet can act with the will of Mossmutter's hierarchical mind. If Mossmutter directs the skin puppet, the skin puppet may take actions as a normal creature. In addition, if Mossmutter chooses, it may channel spell-like abilities through its skin puppets. This functions as if the skin puppet had used one of Mossmutter's spell-like abilities, using Mossmutter's statistics. Each skin puppet may channel only one spell-like ability per round.\r
Special Qualities:<\/b> A skin puppet retains the base creature's Ex special qualities except for those gained from class abilities. It loses all Su, Sp, and Ps special attacks. It also gains the following special qualities.\r
Hierarchical Mind Awareness (Su):<\/i> All skin puppets and Mossmutter share the awareness of the Hierarchical Mind. A skin puppet cannot be flanked unless all skin puppets within line of sight are flanked.\r
Single Actions Only (Ex):<\/i> Skin puppets have little will of their own and can perform only a single move action or attack action each round, except when they are directed by the hierarchical mind (see Instrument of Hierarchical Mind above).\r
Saves:<\/b> A skin puppet has base save bonuses appropriate for a plant of its hit dice (good Fortitude saves, poor Will and Reflex saves).\r
Abilities:<\/b> The base creature's ability scores change as follows: Dex -2, Con +2, Int -.\r
Skills:<\/b> As a mindless creature, a skin puppet has no skills.\r
Feats:<\/b> A skin puppet keeps the feats of the base creature but may only use those for which it still meets the prerequisites.\r
Environment:<\/b> Any.\r Organization:<\/b> Solitary, ganglion (2-6), or hierarchical mind (3-40 skin puppets plus possibly Mossmutter)\r Challenge Rating:<\/b> Depends on hit dice, as follows:\r
HD \/ CR\r 1\/2 = 1\/6\r 1 = 1\/3\r 2\u00c2\u00963 = 1\r 4\u00c2\u00965 = 2\r 6\u00c2\u00967 = 3\r 8\u00c2\u00969 = 4\r 10\u00c2\u009611 = 5\r 12\u00c2\u009614 = 6\r 15\u00c2\u009617 = 7\r 18\u00c2\u009620 = 8\r
Treasure:<\/b> None.\r Alignment:<\/b> Always chaotic evil.\r Advancement:<\/b> Same as the base creature.\r Level Adjustment:<\/b> \u00c2\u0097. Challenge Rating: <\/strong>Varies
Sample Skin Puppet<\/h2> Skin Puppet Gnome Warrior 1<\/b>\r Small Plant\r Hit Dice: 1d8+3 (7 hp)\r Initiative: -1\r Speed: 20 ft. (4 squares)\r Armor Class: 15 (+1 size, -1 Dex, +4 chain shirt, +1 light shield), touch 10, flat-footed 15\r Base Attack\/Grapple: +0\/\u00c2\u00964\r Attack: Longsword +0 melee (1d6\/19\u00c2\u009620) or claw +0 melee (1d4 plus claw spores) or light crossbow -1 ranged (1d6\/19\u00c2\u009620)\r Full Attack: Longsword +0 melee (1d6\/19\u00c2\u009620) and claw -5 melee (1d4 plus claw spores) or 2 claws +0 melee (1d4 plus claw spores) or light crossbow -1 ranged (1d6\/19\u00c2\u009620)\r Space\/Reach: 5 ft.\/5 ft.\r Special Attacks: Instrument of hierarchical mind\r Special Qualities: Gnome traits (except Sp abilities), hierarchical mind awareness, single actions only\r Saves: Fort +5, Ref -1, Will \u00c2\u00961\r Abilities: Str 11, Dex 9, Con 16, Int \u00c2\u0097, Wis 9, Cha 8\r Skills: \u00c2\u0097\r Feats: Weapon Focus (light crossbow)\r Environment: Any.\r Organization: Solitary, ganglion (2-6), or hierarchical mind (3-40 skin puppets plus possibly Mossmutter).\r Challenge Rating: 1\/3\r Treasure: None.\r Alignment: Chaotic evil.\r Advancement: \u00c2\u0097\r Level Adjustment: \u00c2\u0097 \u00a0 Return to White Plume Mountain<\/em> <\/td>\t <\/tr><\/table><\/td>\t <\/tr><\/table>","family":"Template","alignment":" Always chaotic evil.\r","environment":" Any.\r"},{"name":"Skleros","type":"Undead","ch":1,"challenge_rating":" 1 \u00a0","id":6504,"reference":"Usergen","full_text":"Skleros <\/h1><\/td> <\/tr> <\/td> <\/tr> | Medium\u00a0Undead \t<\/h3><\/td> <\/tr>Hit Dice: <\/strong> 2d12\u00a0(13 hp)<\/td> <\/tr>Initiative: <\/strong> +6<\/td> <\/tr>Speed:<\/strong> 30 ft. (6 squares)<\/td> <\/tr>Armor Class: <\/strong> 16 (+2 Dex, +2 natural, +2 heavy wooden shield), touch 12, flat-footed 14<\/td> <\/tr>Base Attack\/Grapple: <\/strong>+2\/+5<\/td> <\/tr>Attack: <\/strong>Longsword +6 melee (1d8+3\/19-20) or claw +5 melee (1d4+3) or javelin +4 ranged (1d6+3)\r <\/td> <\/tr>Full Attack: <\/strong>Longsword +6 melee (1d8+3\/19-20) or 2 claws +5 melee (1d4+3) or javelin +4 ranged (1d6+3)\r <\/td> <\/tr>Space\/Reach: <\/strong>5 ft.\/5 ft.<\/td> <\/tr>Special Attacks: <\/strong>Martial training<\/td> <\/tr>Special Qualities: <\/strong>Damage reduction 5\/bludgeoning, darkvision 60 ft., immunity to cold, undead traits\r <\/td> <\/tr>Saves: <\/strong>Fort +0, Ref +2, Will +4 <\/td> <\/tr>Abilities: <\/strong>Str 17, Dex 15, Con \u00c2\u0097, Int \u00c2\u0097, Wis 12, Cha 8 <\/td> <\/tr>Skills: <\/strong>\u00c2\u0097<\/td> <\/tr>Feats: <\/strong>Improved Initiative (B), Power Attack, Quick Draw, Weapon Focus (longsword)\r <\/td> <\/tr> <\/td> <\/tr> | Environment: <\/strong>Any<\/td> <\/tr>Organization: <\/strong>Solitary or troop (3-24)<\/td> <\/tr>Challenge Rating: <\/strong>1<\/td> <\/tr>Treasure: <\/strong>Combat gear only<\/td> <\/tr>Alignment: <\/strong>Always neutral evil<\/td> <\/tr>Advancement: <\/strong>3-6 HD (Medium), 7-12 HD (Large), 13-20 HD (Huge)<\/td> <\/tr>Level Adjustment: <\/strong>\u00c2\u0097<\/td> <\/tr> | | | | | | | | | | | | | | | | | | | | | | |
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