Welcome to Richard's Half-Price Necropolis
All the Skeleton, Half the... uh.
hooray... |
Think skeletons are just too stupid on their own? We sell Psionic Skeletons - 100% organic Illithid brain-paste stuck to the inside of the skull for maximum effectiveness! Make your enemies marvel at the inefficiency of raising a brainless form only to put another brain in it!
The main advantage of skeletons is the cargo space! Beehive Skeletons make the most of it by wedging angry bees into the ribcage, for excellent area denial!
All this sounding too natural? Move up the tech-tree a bit to whatever-punk with Flamethrower Skeletons! Use up all that empty space with volatile fuel tanks! Even in death they burn with anger! (and also fire).
Don't want fire around your houseplants? Try Electric Skeletons - wires connected to the arms and legs make each attack shockingly powerful!
HARNESS THE POWER |
That was amazingly bad. As penance, have some stats for the utter nonsense I've created.
HD: 1
AC: 10
Attacks
Whack: 1d6 damage
Arm Throw: 1d4 damage + Grapple
HD: 1
AC: 10
Telekinetic Field: Arrows are at -2 to hit. Missed arrows are redirected at the Psionic Skeleton's enemies.
Attacks
Whack: 1d6 damage
Telekinetic Shove: A human-sized target within 50' is thrown backwards 30', taking 1d4 damage per 10' traveled. Throwing a creature at another target requires the Psionic Skeleton to make a successful attack roll against the target of the throw. If the roll is successful, both characters take 1d6 damage per 10' of travel. 1/day
Beehive Skeleton
HD: 1
AC: 10
Eyes of the Swarm: The Beehive Skeleton sees through the eyes of its bees.
Attacks
Whack: 1d6 damage
BEES: Bees swarm around your head, blinding you.
The Hive: The Beehive Skeleton tears out its beehive and throws it up to 30'. A 10' radius around the hive is filled with enraged bees, blinding and dealing 1d4 damage per turn to everyone inside the radius. They relax after 1d6 turns.
Flamethrower Skeleton
HD: 1
AC: 12
Volatile: If critically hit, the Flamethrower Skeleton explodes (as Fireball).
Attacks
Whack: 1d6 damage
Flamethrower: As Burning Hands
Electric Skeleton
HD: 1
AC: 13
Conduction: Melee attacks against the Electric Skeleton conduct electricity into the attacker, dealing 1d4 damage.
Attacks
Electric Whack: 1d8 damage, CON save or stun
Whip: 1d4 damage, CON save or stun, ranged
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