🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Radiant VeranalliaCreature 20


UniqueMediumMummyUndeadUnholy
Source Pathfinder Claws of the Tyrant
Perception +38 (darkvision, tremorsense (imprecise) 120 feet)
Languages Diabolic, Draconic, Empyrean, Necril, Truespeech
Skills Athletics +34, Deception +36, Diplomacy +38, Intimidation +36, Medicine +36, Nature +34, Survival +38
Str +8, Dex +6, Con +8, Int +6, Wis +10, Cha +8

AC 45; Fort +36; Reflex +34; Will +38;
HP 475 (void healing)
Speed 40 feet (fly 40 feet)
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Cold Iron 20, Fire 20
Resistances Cold 20

Sickle One Action +39 (+35, +31) to hit (agile, finesse, magical, trip) 4d6 Cold + 3d4+16 Slashing
Vine One Action +39 (+34, +29) to hit (reach 20) 4d12+16 Bludgeoning

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Alter Weather Three Actions

Frequency three times per day


Effect The veranallia dramatically alters weather patterns in the surrounding area, producing any of the results of a successful 9th-rank Control Weather ritual.

Rebirth

Frequency once per day


Effect The veranallia spends a minute to encase a creature that has been dead for no more than a year in a cocoon. After 24 hours, the creature is restored to life, and the cocoon explodes in a shower of dust. If the veranallia chooses, Rebirth can change the creature's ancestry or heritage, typically into a

Skeletons are considered among the lowest types of undead. They're typically mindless creatures, lacking many of the abilities that make other undead a serious threat. However, the animated bones of dragons, giants, and other great beasts make for dangerous foes. Powerful living creatures can retain some of their might and intellect upon returning as a skeleton. Some necromancers turn their strongest enemies into skeletal undead servants, assuming they can keep control of them.


Skeleton adventurers were usually skilled and powerful in their former lives. Through unremitting force of will or extraordinary circumstances, their ego and ideals persist even in death. However, the very act of rising as a skeletal undead is traumatic. Memories of one's former life are usually fractured or hazy, if anything can be remembered at all. For some, these memories return with time; for others, they're gone forever. For the most part, this comes down to how the skeleton views themself: either as a continuation of the person they once were, or an entirely new being.

Skeleton adventurers often set themselves apart from other skeletons by dressing as flamboyantly as their station allows. Large, feathered caps, ornate armor, embroidered silks, or glittering jewelry are likely staples of their wardrobe. Some carve intricate "tattoos" into their bones or paint their skulls to maintain a sense of self that simple skeletons lack, and to signal to the living they're not like other undead.

Skeleton adventurers must come to terms with their new identity. They aren't bound by the limitations of the living and are often underestimated.

You Might...

Others Probably...

Physical Description

Aside from their complete lack of flesh and organs, skeletons vary widely in appearance, reflecting the broad diversity of all living beings. They can be tall, short, or anywhere in between. Skeletons of creatures with horns, wings, or tails retain them, although they are usually useless in their skeletal state. Skeletons raised from fresh remains tend to have stark white bones, while older ones tend to be gray or yellowed. Skeletons who adventure for a while often possess faint lines crisscrossing their bones like scars, indicating where they were injured in previous battles.

Society

Across Golarion, intelligent skeletons rarely gather in large enough numbers to constitute any kind of settlement. Even in Geb, where their numbers are highest, they typically mingle with other undead rather than band together. Many skeletons would rather keep company with those who remind them of their former life (although such reminders can just as easily lead to revulsion derived by the void energy infused within them). Gebbite skeletons are usually treated as members of the servant class and rarely have any upward social mobility.

Outside Geb, skeletons are far more solitary. Some might hide on the outskirts of society or move about in disguise, but it's difficult for them to find acceptance among the living. While they may not be feared in places like Nidal or Sekamina, they're also not likely to be respected.

Alignment and religion

While undead are almost always evil, some intelligent skeletons manage to stave off the corruption of the void energy that powers them. Other than the tendency to become twisted toward evil over time, skeletons typically lean toward the alignments of their creators or their former selves. Skeletons without any particular loyalty or allegiance trend toward neutral evil alignment, or neutral if they can stave off evil.

Skeletons who embrace their undeath often worship gods of death, such as Urgathoa, while those who resent it typically look toward gods of life and redemption. Accepting deities without particularly zealous anti-undead dogma, such as Shelyn, are popular among those who wish to fight against their destructive influences and become something greater than the purpose for which they were created.

Names

No widespread naming convention exists for skeletons. When necromancers bother to name skeletons they've raised, they typically choose names that suit their own tastes, the way one would name a pet. Others might be named for their role or job. Skeletons with their memories intact might choose to keep their name from when they were alive, but others might choose new names based on their undead experiences.

Sample Names

Clatterjaw, Creaker, Doorstop, Final Sacrifice, Gochiyo, Lectern, Macefodder, Sixth Lancer, Skulldyr, Xelim

Skeleton Mechanics

Rarity Rare

Hit Points 6

Size Medium

Speed 25 feet

Attribute Boosts Dexterity, Charisma, Free

Attribute Flaw Intelligence

Languages Common, Necril

Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Diabolic, Dwarven, Elven, Orcish, Sakvroth, and any other languages to which you have access (such as languages prevalent in your region).

Traits Skeleton, Undead

Undeath You have Basic Undead Benefits. For your undead hunger, you don't eat flesh like ghouls or drink blood like vampires, but you do collect bones you can use to help yourself mend.

Skeleton Heritages

Compact Skeleton

Fodder Skeleton

Monstrous Skeleton

Shifting Skeleton

Sturdy Skeleton

.


Divine Innate Spells (DC 42, +32 to hit)

2nd Level: Environmental Endurance (Constant), Speak with Animals (Constant)
3rd Level: Speak with Plants (Constant)
5th Level: Nature's Pathway (At Will), Truespeech (Constant)
6th Level: Cursed Metamorphosis (At Will), Tangling Creepers (At Will)
7th Level: Regenerate, Sunburst (At Will)
8th Level: Arctic Rift (At Will)
9th Level: Wrathful Storm
10th Level: Cataclysm, Remake, Revival


Rituals

Consecrate, Blight, Plant Growth, Awaken Animal, Primal Call



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Mummy

A mummy is an undead creature created from a preserved corpse.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.