Skeleton Mage Template

by Insidious

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Skeleton Mage Template
FIRST EDITION

Skeleton Mage Template

Skeleton Mages are the animated bones of the dead, brought to unlife through foul magic. While most skeletons are mindless automatons, skeleton mages possess an evil cunning imparted to them by their animating force - a cunning that allows them to wield minor magics.

Create Undead

Skeleton Mage is a new optional addition available to the create undead spell. Note that a character cannot create a Skeleton Mage with more Hit Dice than the character’s caster level.

Caster Level Undead Created1 Additional Requirements2
11th (or lower) Skeleton Mage burning hands, shocking grasp, icicle dagger, or acid arrow

1. You must have a caster level equal to the HD of the undead to be created

2. see Special Attacks


Creating a

Skeleton Mage

“Skeleton Mage” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Challenge Rating

A Skeleton Mage’s CR is +1 higher than a normal Skeleton with the same HD.

Alignment

Any Evil

Type

The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind (such as giant). It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Armor Class

Natural Armor as per Skeleton. A Skeleton Mage loses proficiency with all types of armor and shields.

Skeleton Size Natural Armor Bonus
Tiny or smaller +0
Small +1
Medium or Large +2
Huge +3
Gargantuan +6
Colossal +10

Hit Dice

A Skeleton Mage drops any HD gained from class levels and changes racial HD to d8s. A Skeleton Mage has a number of HD equal to the amount of onyx gems used as material components for create undead. A Skeleton Mage cannot have more than 20 Hit Dice. A Skeleton Mage uses its Charisma modifier (instead of its Constitution modifier) to determine bonus hit points.

Saves

Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Defensive Abilities

A Skeleton Mage loses the base creature’s defensive abilities and gains DR 5/bludgeoning, immunity to cold, and immunity to damage that corresponds with its Special Attack. It also gains all of the standard immunities and traits possessed by undead creatures.

Speed

A winged Skeleton Mage can’t use its wings to fly. If the base creature flew magically, so can the Skeleton Mage. All other movement types are retained.

Attacks

As a standard skeleton. A Skeleton Mage loses proficiency with all weapons.

Special Attacks

A Skeleton Mage retains none of the base creature’s special attacks. A Skeleton Mage gains the ability to use Fire Bolt, Lightning Arc, Icicle, or Acid Dart at will (chosen upon creation per Additional Requirements). A Skeleton Mage uses its Hit Dice as its Cleric level.

Abilities

A Skeleton Mage’s Dexterity increases by +2. It has no Constitution or Intelligence score, and its Wisdom and Charisma scores change to 10.

BAB

A Skeleton Mage’s base attack bonus is equal to 3/4 of its Hit Dice

Skills

A Skeleton Mage loses all skill ranks possessed by the base creature and gains none of its own.

Feats

A Skeleton Mage loses all feats possessed by the base creature and gains Precise Shot as a bonus feat.

Special Qualities

A Skeleton Mage loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks.

Environment

Any, usually the same as base creature.

Organization

Any

Treasure

Generally none

About the GM

Hello! I am Insidious - a player and Game Master with over 25 years of experience with Tabletop Roleplaying Games. Check out my content for great additions for your games. These include optional rulesets, additional classes, and solid reading material for inspiration otherwise.

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Part 2 | Your Introduction