Skeltar by craig austin
Medium-size Undead
Hit Dice: 3d12 (19 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 12 (+2 Dex)
Attacks: 2 claw +3 melee, cutlass +2 melee, gaff +2 melee
Damage: Claw 1d4+2, cutlass 1d6+1, gaff 1d4+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Frightful presence, spells as 4th lvl sorcerer
Special Qualities: Turn resistance +2
Saves: Fort +1, Ref +3, Will +3
Abilities: Str 14, Dex 14, Con 0, Int 14, Wis 10, Cha 10
Skills: Concentration +8, Hide +8, Listen +6, Move Silently +8, Profession +4, Spellcraft +8, Spot +6, Swim +8
Feats: Combat Casting,Combat Reflexes,Improved Initiative,Multiattack

Environment: Any land,aquatic
Organization: Solitary, Brood (2-5), or Brood (20-40)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 4-6 HD (Medium-size); 7-9 HD (Large)


skeltars are the undead remnants of an evil seafaring guild of sorcerers. they think of nothing less than piracy and looting as they did in life. many sailors have been recruited into there undead crews so sailors are terrified of them. many sailors have jumped overboard to avoid the terror of the high seas known as the skeltars.

the skeltar is a human skeleton with it's greyish skin pulled tightly around it's bones. on the skull are tatoos of squids and sharks etc. the most striking feature is the unholy green glow that eminates from the eye sockets. when fighting skeltars prefer to have their skeleton minions go out front and wrestle the victims to the ground while they use spells to kill them (this keeps the bodies primed for animation). almost always they are found in ships, sometimes though they can be found in seaside towns, old lighthouse, or ship graveyards. they are able and always do cast animate dead once per/day.

Combat
when engaged by enemies it will use it's blackened claws to inflict terrible wounds. the rest of the time it will luanch it's spells in the deadlist fashion possible. typical spells it would carry are: magic missles that look like sculls cause fear as it screeches at target mage armor appears as a thin layer of ghosts swirling ghoul touch scare as it's eyes turn to red blindness as a black ray hits and evelopes the target

Undead are immune to mind influencing effects and to poison, sleep, paralysis, stunning, disease, death effects, and necromatic effects. They are ignore mind influencing effects. They are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. They are immune to anything that requires a Fortitude save (unless it also workd on objects). Undead Spellcasters use their Charisma for Concentration checks. They are not at risk from death from massive damage, but when they are reduced to 0 hit points they are destroyed. Most undead have darkvision with a range of 60 feet. Undead can not be raised.

Society
chanting can sometimes be heard from their ships and towers on dark foggy nights as the dark cabal has it's meetings.

This creature has been play tested.
This is not a kender type creature.

 



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