Drinking & Dragons

Wild:PC/Nathaniel/Servants

From Drinking and Dragons

Daddy Skeletal Companion (CR 1/3)

NE Medium Undead
Init +5; Senses: Listen +0; Spot +0


AC: 15; Touch: 11; Flat-footed: 14
(+1 Dex, +2 natural, +2 heavy shield)
HP: 14 (1d12+2)
DR 5/Bludgeoning
Fort: +0, Ref +1, Will +2
Immune Cold; Undead traits


Speed: 30'
Melee: Scimitar +3 (1d6+3 / 18×2)
Melee: Claws +3/+3 (1d4+3)
Space: 5'; Reach: 5'; BAB: +0; Grapple: +3


Abilities Str 17, Dex 13, Con -, Int -, Wis 10, Cha 1
Feats Improved Initiative
Skills None


Items Scimitar; Heavy Wooden Shield


Special Corpsecrafted, granting Str +4 and +2 hp per HD. Does not count against total number of undead under Nathaniel's control.

Ogre Skeleton (CR 2)

NE Large Undead
Init +5; Senses: Listen +0; Spot +0


AC: 14; Touch: 9; Flat-footed: 14
(+0 Dex, +2 natural, -1 size +3 hide armor)
HP: 20+3d12 (4d12+8)
DR 5/Bludgeoning
Fort: +1, Ref +1, Will +4
Immune Cold; Undead traits


Speed: 30' (40' without armor)
Melee: Greatclub +9 (2d8+10 / 20×2)
Melee: Claws +9/+9 (1d6+7 / 20×2)
Ranged: Javelin (1d8+7 / 20×2 / 30')
Space: 10'; Reach: 10'; BAB: +2; Grapple: +2


Abilities Str 25, Dex 10, Con -, Int -, Wis 10, Cha 1
Feats Improved Initiative
Skills None


Items


Special Corpsecrafted, granting Str +4 and +2 hp per HD.

Proficient with all simple and martial weapons, as well as any natural weapons.

Skeleton template plus Corpsecrafter feat

Lose nearly everything except what is listed here.

Size and Type
Becomes Undead but retains alignment subtype and subtypes that indicate kind.
Hit Dice
Gains +2hp per hit die
Speed
Magical fly speeds are retained, as are other movement modes.
Size-related changes ( Natural AC / Claw Damage)
Tiny or smaller +0 / 1d2
Small +1 / 1d3
Medium +2 / 1d4
Large +2 / 1d6
Huge +3 / 1d8
Gargantuan +6 / 2d6
Colossal +10 / 2d8
Attacks
Retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton’s base attack bonus is equal to ½ its Hit Dice.
Special Qualities
Retains any extraordinary special qualities that improve its melee or ranged attacks.
Immunity to Cold (Ex)
DR 5/bludgeoning
Saves
Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +½ HD + 2.
Abilities
Str +4; Dex +2; No Con or Int; Wis becomes 10; Cha becomes 1.
Feats
Gains Improved Initiative.