Wednesday, October 25, 2017

Seven Spooky Skeletons: The Marquis

Happy Halloween, and welcome to Seven Spooky Skeletons! This is the first entry in an ongoing series running until Halloween. Each day, d20 Despot will feature a stat block for a villainous skeletal NPC. Each skeleton will have some sort of unique ability or characteristic that makes them more than just a collection of stats.

The first of the Seven Spooky Skeletons is the Marquis, a cold-blooded but dashing rogue whose empty eye sockets and lipless grin are hidden behind a crimson carnival mask.

The following text is available as Open Game Content under the OGL. Open Game Content is ©2017 Jonah Bomgaars.

This skeleton, wearing a red and gold carnival mask, a broad-brimmed feathered hat, and a dashing half-cape, flourishes his gleaming rapier
The Marquis            CR 5
XP 1,600
human skeletal champion rogue 7
CE Medium undead
Init +8; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 18, touch 16, flat-footed 14 (+2 natural, +4 Dex, +2 deflection)
hp 76 (9d8+36)
Fort +7, Ref +10, Will +4; channel resistance +4
DR 5/bludgeoning; Immune cold, undead traits
OFFENSE
Speed 30 ft.
Melee +1 keen rapier +12/+7 (1d6+2/15-20) or 2 claws +10/+5 (1d4+1)
Ranged mwk dagger +11/+6 (1d4+1) 10ft.
Special Attacks Sneak Attack +4d6 plus 4 bleed
Spell-Like Abilities (CL 7th)
   2/day – alter self (human only), charm person (DC 15)
STATISTICS
Str 13, Dex 18, Con --, Int 13, Wis 8, Cha 18
Base Atk +6/+1; CMB +7; CMD 21
Feats Combat Expertise, Dazzling Display, Improved FeintB, Improved InitiativeB, Quick Draw, Step Up, Weapon Finesse, Weapon Focus (rapier)B
Skills Acrobatics +16, Appraise +5, Bluff +16, Climb +6, Diplomacy +16, Disable Device +8, Disguise +16, Escape Artist +8, Intimidate +14, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (nobility) +4, Perception +11, Sense Motive +7, Sleight of Hand +8, Stealth +12
Languages Common, Elvish
SQ convincing, rogue talents (bleeding attack, combat trick, weapon training)
SPECIAL ABILITIES
Convincing (Ex)
The Marquis is preternaturally charming, even in the heat of battle. When he uses his charm person ability, the target does not gain the +5 bonus to their saves they would normally be entitled to even if the Marquis or his allies are threatening or attacking the target. In addition, when the Marquis attempts a Diplomacy skill check, the targets regard him as one step closer to friendly for the purposes of setting the DC of the check.
ECOLOGY
Treasure NPC gear (+1 keen rapier, 3x mwk daggers, ring of protection +2, potion of invisibility (CL 5th), potion of inflict moderate wounds (CL 5th), masterwork thieves’ tools, other treasure)


This skeleton covers his bony face with an ornate, long-nosed carnival mask – crimson, filigreed with gold. Over his left shoulder hangs a jaunty half-cape of fine workmanship, and upon his head sits a broad-brimmed bravo’s hat with a long white ostrich feather in the brim. In life, the Marquis was an inveterate playboy, dashing swordsman, and cunning serial killer. He casually slew hundreds of victims, often in the middle of their conversation, and all while maintaining a winning smile. His vast wealth, political power, and natural charm allowed him to get away with much, but it was ironically his dueling prowess that lead to his death. A gang of aspiring swashbucklers, tired of seeing the Marquis win every duel he fought and never grant mercy to the beaten party, set upon him in a back alley one night, stabbing him over forty times and leaving him to bleed out in the gutter. In death, he acts much the same as he did in life: charming, arrogant, and consumed with a need to kill.

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-your first spooky d20 despot

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