Author Topic: [Tomb] Creature - Bone Spire  (Read 821 times)

Garryl

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[Tomb] Creature - Bone Spire
« on: June 21, 2017, 01:43:14 PM »
Bone Spire creatures

Bone spires are emplaced necromantic fortifications. Unlike other undead, bone spires are created in a single locations that they cannot move from.

Uncontrolled bone spires typically attack any living creature that enters their range, or anything that attacks them or another nearby spire. Otherwise, they remain retracted and hidden within their necromantically reinforced bases.

Bone Spire Traits
Most bone spires possess the following traits (unless otherwise noted in the creature's entry).

  • Emplaced: Bone spires are usually built into the surrounding fortifications. Until they are destroyed, they cannot move or be moved from their space separately from the object, vehicle, or structure to which they are attached. Even magical movement and teleportation is ineffective. Some bone spires have a limited ability to move across the surface of the fortification to which they are attached.

    Because emplaced bone spires are immovable, certain attack forms function differently against them. An emplaced bone spire cannot be knocked prone. Bull rush, overrun, and trip attempts against them automatically fail. A bone spire can be grappled, but not pinned, and remains grappled only while the grapple remains in its space; consequently, a creature with Improved Grab cannot pull the bone spire into its space and must move into the bone spire's space in order to maintain the grapple. A bone spire cannot be swallowed whole. A bone spire can be engulfed, but only while the engulfing creature occupies its space.

    An emplaced bone spire must be animated at the location it is to be emplaced.

    An emplaced bone spire attached to a vehicle uses that vehicle's effective Dexterity score or its own, whichever is higher.

  • Retract: Each bone spire is a tower of animated bones with necromantically fortified base. A spire can extend itself from this base or retract back into it as a standard action that provokes an attack of opportunity.

    While retracted, the bone spire like a turtle hiding within its shell, hidden and protected from attack. However, the spire it unable attack or interact with anything outside its base. It has improved cover (+8 to AC, +4 on Reflex saves, and the equivalent of Improved Evasion), hardness 6 (reducing the damage from any source by 6), and takes half damage from all ranged attacks (before applying damage reduction and hardness). A DC 20 Spot check is required to notice that the spire's base is more than just a pile of bone. This may increase to 25 or 30 depending on how well the spire's base is hidden or camouflaged within the surrounding terrain. While retracted, other creatures can move through the bone spire's space, but it counts as difficult terrain.
Creating a Bone Spire: A bone spire can be created with the animate dead spell. Creating one uses the corpse of a creature possessing a skeletal structure of at least one size category larger than the spire, or two corpses of the same size. Smaller corpses can be used, but for each size category smaller twice as many corpses are needed to substitute (ie: two Small corpses can substitute for a Medium corpse, four for a Large corpse, eight for a Huge corpse, and so forth). Bone spires count as having half their actual HD when determining how many creatures that can be controlled through the animate dead spell and similar effects that share the same control limit.

A bone spire becomes emplaced in the space it is created. A bone spire cannot be created in a space unsuitable for emplacement.



Lashing Spire      CR 1
Always NE Medium Undead
Init +6; Senses darkvision 60 ft.; Listen +0, Spot +0
Languages None
_________________________________________
AC 18, touch 12, flat-footed 16; Deflect Arrows
   (+2 Dex, +6 natural armor)
hp 26 (4 HD); DR 5/bludgeoning
Immune cold; emplaced, undead immunities
Fort +1, Ref +3, Will +4
_________________________________________
Speed --; emplaced
Melee bone lash +7 (2d4+7)
Space 5 ft.; Reach 10 ft. with bone lash (5 ft.)
Base Atk +2; Grp +6
Atk Options Combat Reflexes
Special Actions retract
_________________________________________
Abilities Str 20, Dex 15, Con --, Int --, Wis 10, Cha 1
Feats Combat ReflexesB, Deflect ArrowsB, Improved InitiativeB
SQ emplaced
Advancement 5-11 HD (Medium)
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Bone Lash: A lashing spire's bone lash is a natural weapon that otherwise functions as a spiked chain.



Stinging Spire      CR 1/2
Always NE Medium Undead
Init +5; Senses darkvision 60 ft.; Listen +0, Spot +0
Languages None
_________________________________________
AC 16, touch 11, flat-footed 15
   (+1 Dex, +5 natural armor)
hp 19 (3 HD); DR 5/bludgeoning
Immune cold; emplaced, undead immunities
Fort +1, Ref +2, Will +3
_________________________________________
Speed --; emplaced
Melee bone spike +5 (1d10+6/x3 and bleeding wounds)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +5
Special Actions retract
_________________________________________
Abilities Str 19, Dex 12, Con --, Int --, Wis 10, Cha 1
Feats Improved InitiativeB
SQ emplaced
Advancement 4-9 HD (Medium)
_________________________________________
Bleeding Wounds (Ex): Any living creature damaged by a stinging spire's bone spike continues to bleed, losing 1 hit point per round thereafter. Multiple wounds result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
Bone Spike: A stinging spire's bone spike is a natural weapon that otherwise functions as a halberd.



Wicked Spire      CR 1/2
Always NE Medium Undead
Init +6; Senses darkvision 60 ft.; Listen +0, Spot +0
Languages None
_________________________________________
AC 17, touch 12, flat-footed 15
   (+2 Dex, +5 natural armor)
hp 26 (4 HD); DR 5/bludgeoning
Immune cold; emplaced, undead immunities
Fort +1, Ref +3, Will +4
_________________________________________
Speed --; emplaced
Melee bone blade +5 (1d6+4/19-20 and bleeding wounds)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +5
Atk Options Hobble, Sneak Attack +1d6
Special Actions retract
_________________________________________
Abilities Str 17, Dex 14, Con --, Int --, Wis 10, Cha 1
Feats Improved InitiativeB
SQ emplaced
Advancement 5-10 HD (Medium)
_________________________________________
Bleeding Wounds (Ex): Any living creature damaged by a wicked spire's bone blade continues to bleed, losing 1 hit point per round thereafter. Multiple wounds result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
Bone Blade: A wicked spire's bone blade is a natural weapons that otherwise functions as a short sword.
Hobble (Ex): Any living creature damaged by a wicked spire's sneak attack with a bone blade is hobbled. Treat this as if the creature stepped on caltrops; the creature’s speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing.
Sneak Attack (Ex): A wicked spire deals an additional 1d6 points of damage with any attack that qualifies as a sneak attack. This functions as the Rogue ability by the same name.



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