Spellbone (3.5e Monster)

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Author: Eiji-kun (talk)
Date Created: 7-16-17
Status: Complete
Editing: Clarity edits only please
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Spellbone
Size/Type: Medium Undead
Hit Dice: 3d12 (19 hp)
Initiative: +3
Speed: 30 ft
Armor Class: 17 (+3 dex, +4 mage armor), touch 13, flat-footed 14
Base Attack/Grapple: +1/+1
Attack: Club +4 melee (1d6-1, 20/x2) or Light Crossbow +4 ranged (1d8, 19-20/x2)
Full Attack: Club +4 melee (1d6-1, 20/x2) and Light Crossbow +4 ranged (1d8, 19-20/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Spells
Special Qualities: Darkvision 60 ft, DR 5/bludgeoning, Immunity to Cold, Magic Armor, Spell Resistance 13, Undead Traits
Saves: Fort +1, Ref +4, Will +5
Abilities: Str 8, Dex 16, Con -, Int -, Wis 14, Cha 18
Skills: -
Feats: Weapon FinesseB
Environment: Any
Organization: Solitary or Guild (2-5)
Challenge Rating: 4
Treasure: Standard
Alignment: Always Neutral Evil
Advancement: -
Level Adjustment: -


The cackling skeleton puts on his robe and wizard hat.

Produces of young feeble spellcasters attempting the ritual of lichdom too early, the end result is little more than your common skeleton with a minor amount of spellcasting talent and a mind full of cackling madness.

Combat[edit]

Like their fellow skeletons, they are mindless opponents. However they have an instinctual cunning when it comes to the employ of their spells. Typically the tactic is to stand on the backlines and fling spells at the enemy, protected by a shield of more durable undead.

Magic Armor (Su): Spellbones are under a constant mage armor effect.

Spells: Spellbones come from sorcerers and wizards alike, and rarely clerics. Regardless of their previous casting, they now cast with Charisma as their primary score. Below are three example arrays of spells for cleric, sorcerer, and wizard respectively; choose one. They all cast as if 3rd level in their respective class. Clerics lose access to any domains and domain slots but retain the ability to inflict spontaneously.

Typical Cleric Spells Prepared (4/3/2; save DC 14 + spell level): 0—create water, guidance, light, virtue; 1st—doom, magic stone, shield of faith; 2nd—desecrate, sound burst.

Typical Sorcerer Spells Known (6/6; save DC 14 + spell level): 0—acid splash, daze, ghost sound, mage hand, touch of fatigue; 1st—color spray, magic missile, shocking grasp.

Typical Wizard Spells Prepared (4/3/2; save DC 14 + spell level): 0—acid splash, ghost sound, mage hand, touch of fatigue; 1st—grease, ray of enfeeblement, summon monster I; 2nd—mirror image, scorching ray.


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Eiji-kun's Homebrew (5627 Articles)
Eiji-kunv
AlignmentAlways Neutral Evil +
AuthorEiji-kun +
Challenge Rating4 +
EnvironmentAny +
Identifier3.5e Monster +
Level Adjustment- +
RatingUndiscussed +
SizeMedium +
TitleSpellbone +
TypeUndead +