Skeleton Mage Template
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
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