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Skuldier

SkuldierAn 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.

Skuldier (CR 9)

XP 6,400
NE Medium Undead
Init +7; Senses Darkvision 60 ft.; Perception +17
Aura Frightful Presence (60 ft., DC 20)

DEFENSE

AC 27, touch 13, flat-footed 24 (+6 armor, +3 dex, +8 natural)
hp 107 (14d8+42)
Fort +7, Ref +7, Will +9
Defensive Abilities Channel Resistance +6; DR 10/bludgeoning and good; Immune Undead traits; Resist Ice 10
Weakness Fire and Holy

TACTICS

During Combat The skuldier starts off combat with Black Cloud or Horror Cloud targeting as many as possible. It tends to use Hell Slash on it’s melee opponents to reduce their strength while it uses marrow drain on spell casters. They will flank with their allies. When below 50% health, the skuldier will use Blood Saber.

OFFENSE

Speed 30 ft.
Melee +1 Greatsword +18/+13 (2d6+10)
Space 5 ft.; Reach 5 ft.
Special Attacks Black Cloud, Blood Saber, Hell Slash, Horror Cloud

STATISTICS

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 +1, Greatsword +1

SPECIAL ABILITIES

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 mages may learn this ability as a 3rd level spell (Knowledge: Religion 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 6d6 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 (Knowledge: Religion 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 (Knowledge: Religion DC 19).

Horror Cloud (Su)

3/day, a skuldier 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 (Knowledge: Religion DC 21).