Upheaval

Skeletal Champion

CR 2, NE Medium Undead

Senses: Perception 6, Darkvision 60

Speed: 30 ft.  Skills: Intimidation 7, Stealth -1

Languages: None

Ability Scores: Str 17, Dex 13 (+2), Con --, Int 9 (+3), Wis 10 (+4), Cha 12 (+5)

INIT: +5  CP: +2  HP: 17 (3d8+3)  SA: --  DC: 15

AC: 21  Touch: 13  Flat-footed: 20 [+1 Dodge, +8 Natural, +2 Shield]

SR: --  Vulnerable: Good 1  Resistant: Piercing 5, Slashing 5  Bypass: --

Immunity: Cold, Bleed, Poison, Necrotic, Psychic  Effect Immunity: Con Save Effects, Death Effects, Disease, Fatigue, Life Drain, Mental Effects, Paralysis, Ability Damage, Sleep, Stun, Suffocation, Starvation, Necromancy Effects

QUALITIES

Power Attack (ex) - A Skeletal Champion may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Skeletal Champion does one extra point of damage. The Skeletal Champion must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.

ACTIONS
Attacks

Cleave (ex) - As a standard action, the Skeletal Champion can make a single attack with a melee weapon at its highest attack bonus. If it hits, it deals damage normally and can make another attack against a foe adjacent to the first. The Skeletal Champion may continue making as many attacks as possible provided opponents are adjacent and in range. Using cleave, causes the creature to take a -2 penalty to AC until its next turn.

DESCRIPTION

Environment: any

Organization: None

Treasure: standard (breastplate, heavy steel shield, masterwork longsword, other treasure)

This armored skeleton stands in a battle-ready pose, its weapon held high as cold blue light shines in its eye sockets.

Some skeletons retain their intelligence and cunning, making them formidable warriors. These undead are far more powerful than their mindless kin, and many gain class levels. Creating a Skeletal Champion Skeletal Champion is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature) and a minimum Intelligence of 3. CR: A skeletal champion's CR is +1 higher than a normal skeleton with the same HD (see page 250). Type: The creature's type becomes undead. It keeps subtypes save for alignment subtypes and subtypes that indicate kind. Alignment: Any evil. Armor Class: Natural armor as per skeleton (see page 250). Hit Dice: Change all of the creature's racial HD to d8s, then add 2 racial Hit Dice to this total (creatures without racial HD gain 2). HD from class levels are unchanged. Defensive Abilities: A skeletal champion gains DR 5/ bludgeoning, channel resistance +4, and immunity to cold. It also gains all of the standard undead traits. Speed: As standard skeleton (see page 250). Attacks: As standard skeleton (see page 250). Abilities: Str +2, Dex +2. As undead, it has no Constitution score. BAB: Its BAB for racial HD equals 3/4 of its HD. Skills: Gains skill ranks per racial Hit Die equal to 4 + its Int modifier. Class skills for racial HD are Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth. Skills gained from class levels remain unchanged. Feats: A skeletal champion gains Improved Initiative as a bonus feat. Saves: Base save bonuses for racial Hit Dice are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.