Tonight's Spooky Skeleton is the Screamer, a raging ogre barbarian haunted by the ghosts of his dead tribe, who carries the screaming skulls of his enemies in his ribcage.
The following text is available as Open Game Content under the OGL. Open Game Content is ©2017 Jonah Bomgaars.
This stout ogre skeleton leaps into the
fray, swinging two spiked chains bound to its wrists. Its rib cage is packed
with human skulls that scream unnervingly as he charges.
The Screamer CR 7
XP 3,200
Ogre skeletal
champion barbarian 6
CE Large undead
Init +1; Senses darkvision 60 ft.; Perception +12
Aura screaming rage (50 ft., DC 18)
DEFENSE
AC 10, touch 8, flat-footed 9 (+1 Dex,
-1 size, +2 natural, -2 rage)
hp 132 (6d8+6d12+42)
Fort +11, Ref +5, Will +10; +4
channel resistance
DR 5/bludgeoning; Immune cold, undead traits
Defensive Abilities improved uncanny
dodge, trap sense (+2)
OFFENSE
Speed 50 ft.
Melee 2 mwk spiked chains +16/+16/+11 (2d4+8
plus disarm or trip) and spirit totem +13 (1d4+4 negative energy) or 2 claws +17
(1d6+8) and spirit totem +13 (1d4+4 negative energy)
Space 10 ft.; Reach 10 ft.
Ranged screaming skull +10 (3d6
negative energy plus paralysis) 20ft.
Special Attacks screaming rage (22
rounds/day), rage powers (no escape, smasher, lesser spirit totem)
BASE STATISTICS
When not raging his stats are:
AC
12, touch 10, flat-footed 11
hp
108; Fort +9, Will +8
Melee
2 mwk spiked chains +14/+14/+9 (2d4+6 plus disarm or trip) or 2 claws +15 (1d6+6)
Str
23, Cha 14; CMB +17; CMD 29; Climb +11
STATISTICS
Str 27, Dex 13, Con --, Int 7, Wis 13, Cha 18
Base Atk +10; CMB +19; CMD 31
Feats Double Slice, Exotic Weapon
Proficiency (spiked chain), Extra Rage, Improved InitiativeB, Toughness,
Two-Weapon Fighting
Skills Climb +13, Intimidate +8, Perception
+12, Sense Motive +7, Survival +7
Languages Giant
SQ fast movement
SPECIAL ABILITIES
Death Throes (Su)
When the
Screamer is destroyed, all living creatures within 30 feet take 5d6 points of
negative energy damage and are confused for 1d4-1 rounds. A DC 18 Will save negates
the confusion but not the negative energy damage. This is a mind-affecting fear
effect, and the save DC is Charisma-based.
Screaming Skull (Su)
The Screamer
can reach into its rib cage and pull out one of its screaming skulls (a move
action to grab), throwing it as a ranged attack. Targets struck by the skull
take 3d6 negative energy damage and must make a DC 18 Will save or be paralyzed
for 1d6 rounds. Success negates the paralysis but not the negative energy
damage. This is a mind-affecting fear effect, and the save DC is Charisma-based.
Screaming Rage (Ex)
For up to 22
rounds per day, the Screamer can enter into a terrible rage, during which the
skulls trapped in its ribcage begin to scream and their eyes glow blue. This
ability is identical to the barbarian’s rage ability except as noted below.
Instead of boosting the Screamer’s Constitution score, screaming rage grants a
+4 morale bonus to the Screamer’s Charisma score. Since undead cannot be fatigued,
the Screamer suffers no ill effects upon ending his rage (although if the loss
of the temporary hit points brings him to 0 hp or below, he is still destroyed).
Additionally, each round that the screamer
maintains his rage, all creatures within 50 ft. must make a DC 18 Will save or
become shaken for that round. This is a mind-affecting fear effect, and the
save DC is Charisma-based.
ECOLOGY
Treasure NPC gear (2 mwk spiked chains,
other treasure)
The Screamer
is an ogre skeleton with two spiked chains bolted to its wrists. Its rib cage
is stuffed with dozens of human skulls – their eyes glow blue and they scream
incessantly when the Screamer goes into a rage. In life, the screamer was the
last of a tribe of ogres who were slaughtered by humans. He was raised in chains,
first as a slave, then as a freak show attraction with a travelling carnival.
When he broke free of his chains, he slew everyone at the carnival and kept
their heads as trophies, towing them behind him in a carnival wagon. A group of
adventurers ambushed and slew him, tossing his corpse and his wagon of heads over
a cliff. Animated by his lonely anger and protected by the spirits of his dead
tribe, he once again roams the world, seeking death and destruction.
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