|
Skhull
|
Huge Undead |
Hit Dice: | 15d12 (97 hp) |
Initiative: | +6 (+2 Dex, +4 Improved Initiative) |
Speed: | Fly 60 ft. (perfect) |
AC: | 26 (-2 size, +2 Dex, +11 Natural, +5 Deflection), touch 15, flat-footed 24 |
Base Attack/Grapple: | +7/+33 |
Attack: | Bite +16 melee (2d8+15 plus famine touch) | Full Attack: | Bite +16 melee (2d8+15 plus famine touch) |
Space/Reach: | 15 ft./10 ft. |
Special Attacks: | Fearful presence, famine touch, swallow whole | Special Qualities: | Vile aura of pain, invisibility, lifesense, undead traits, cold and electrical resistance 20, DR 10/cold iron, darkvision 60 ft. |
Saves: | Fort -, Ref 9, Will 12 |
Abilities: | Str 30, Dex 15, Con -, Int 7, Wis 18, Cha 20 |
Skills: | Search +16, Sense Motive +16, Spot +16, Survival +22 | Feats: | Combat Reflexes, Improved Initiative, Improved Overrun, Lightning Reflexes, Track, Weapon Focus (bite) |
Environment: | Any land |
Organization: | Solitary |
Challenge Rating: | 15 |
Treasure: | None |
Alignment: | Always Chaotic Evil |
Advancement: | 16 to 30 HD (Huge); 31 to 45 HD (Gargantuan) |
Level Adjustment: | - |
- Appearance
- When it chooses to reveal itself, the Skhull appears as a very large and slightly translucent severed skull which floats a
couple feet off the ground. Its bony mouth of darkness hangs open and a drool of black ichor constantly drips from its
large, yellowed fangs. A swirling flow of darkness and evil can be seen deep in the sockets of its endless stare. Even
the bravest of warriors shiver in fear at the sight of a Skhull drifting across the ground. Skhulls are typically 16 feet tall
and proportionate to a humanoid skull. They float in the air and move with silence. A eerie and ragged breath of wind
pulses slowly from its grinning maw.
- Combat
- A Skhull does not hesitate to close with its enemies, charging and attacking spellcasters first so that its pain aura reduces
their spell casting effectiveness and then consuming any fighters that come too close.
Fearful Presence (Ex): A Skhull may cause fear in creatures with fewer Hit Dice
than itself by emitting a gruesome howl or by charging into combat. Creatures with within 30 ft. of the Skhull must
make Will saves (DC 22) or be panicked for 5d6 rounds (see DMG pg. 301). Creatures who successfully save against its
fearful presence but who witnessed the display are shaken for 2d4 rounds (see DMG pg. 301). This is a mind-affecting fear
effect.
Famine Touch (Su): The bite of a Skhull consumes both the spirit and energy of
living creatures that it touches. Living creatures struck by a Skhull's bite attack gain one negative level and must succeed on
a DC 22 Fortitude save or be paralyzed for 1d4+1 rounds. Elves are not immune to this paralysis. The save DC is Charisma
based.
Swallow Whole (Ex): A Skhull can swallow an opponent who has become
paralyzed by its touch with a successful touch attack. A swallowed opponent suffers bite damage, is considered grappled
within the Skhull's gullet, and gains 2 negative levels each round it remains within the Skhull. A swallowed creature can
cut its way out by using a small sized weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature
exits the magic which sustains the Skhull closes the hole; another swallowed opponent must cut its own way out. Optionally,
a swallowed creature may attempt a opposed grapple check to escape from the gullet of the Skhull and into its mouth.
Vile Aura of Pain (Su): All creatures who approach within 10 feet of a Skhull must
succeed a Fortitude save (DC 22) or suffer wracking pains that impose a -4 penalty on attack rolls, skill checks, and
ability checks. These effects last for one hour. Further, this aura protects the Skhull as though it were under the continuous
effects of protection from good, granting it a +2 deflection bonus to AC and a +2 resistance bonus on saving throws
against effects created by good creatures, blocking attempts to possess or magically control the Skhull, and preventing
bodily contact by summoned creatures.
Invisibility (Su): A Skhull can become invisible at will. This is a standard
action.
Lifesense (Su): A Skhull notices and locates living creatures within 300 feet, just
as if they possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast the
deathwatch spell.
Undead Traits: Immunity to all mind-affecting effects (charms, compulsions,
phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, stunning, disease, and death
effects. Not subject to critical hits, nonlethal dmage, ability drain, or energy drain. Immune to damage to its physical
ability scores (Strength, Dexterity, Constitution), as well as to fatigue and exhaustion effects. Immunity to any effect
that requires a Fortitude save (unless the effect also works on objects or is harmless). Not at risk of death from massive
damage, but when reduced to 0 hit points of less, it is immediately destroyed. Undead do not breath, eat, or sleep.
- Ecology
- The magic used to create a Skhull has long been forgotten and may even no longer exist. Scholers suspect that these
foul beings were infused with the power of Sol, that same magic which gods draw strength from. Such magic has not existed
in the hands of mortals since before the arrival of the gods. Therefore, what numbers of these creatures that still exist in
the world are limited and will one day be entirely eradicated.
It is said that the warlord Torim
Zurkies, who was also a necromancer of unparalleled power, created Skhulls from the crushed skull bones of 10,000
enemies, and bound them together with powerful negative energies; the same energy which can be seen misting within their
dread maw. The souls of those used to create the body of a Skhull are bound within it, granting it a low intellect, but a
vicious cunning, awareness, and presence.
Without direction, Skhulls wander about and fearlessly attack any living creature that they
come across. They are typically found in abandoned wastelands that were created by powerful magics or terrible battles
during the Unholy Wars. Skhulls rarely wander very far, but drift about as guarding the same swath of territory. Fortunately,
it is rare for one to leave its haunting grounds and rampage through the countryside.
- History
- Warlord Torim Zurkies used these powerful undead creations as tools of assassination on the battlefield, dispatching them
to fly over the armies below and attack command. Later, after the battle was won, it is said that he would let these creatures
wander the battlefield, slaying both enemy and any allies too wounded to stand on their own
|