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SkulltakerCreature 18


UncommonHugeUndeadUnholy
Source Pathfinder Monster Core
Perception +33 (darkvision, truesight (precise) 60 feet)
Languages Necril, Skeletal Lore Languages
Skills Lore +30, Acrobatics +34, Intimidation +35, Religion +30, Stealth +32
Str +8, Dex +6, Con +6, Int +2, Wis +8, Cha +7

AC 42; Fort +31; Reflex +33; Will +35; +1 status to all saves vs. vitality
HP 300 (void healing)
Speed 30 feet (fly 60 feet)
Immunities cold, death effects, disease, paralyzed, poison, unconscious, bleed
Resistances Piercing 15, Slashing 15

Jaws One Action +35 (+30, +25) to hit (deadly 2d12, magical, reach 10, unarmed) 3d10+14 Piercing
Claw One Action +35 (+31, +27) to hit (agile, deadly 2d12, magical, reach 15, unarmed) 3d6+14 Slashing
Bone Javelin One Action +33 (+28, +23) to hit (magical, thrown 100) 3d8+6 Piercing

Skeletal Lore (divine)

A skulltaker taps into the memories of the creatures whose bones make up its body. This gives it the Skeletal Lore skill, which it can use to Recall Knowledge of any kind. In addition, it can speak and understand all the languages known by the creatures whose bones make up its body (typically including Common and the regional language of the skulltaker's home region).

The skulltaker can use Skeletal Lore as the primary skill check for the Collective Memories ritual, and it can cast collective memories without secondary casters.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. VitalityShard Storm (air, aura, divine)

10 feet.

A cloud of bone shards surrounds the skulltaker. When a creature moves into the emanation or begins its turn there, shard storm deals 4d6[slashing],4d6 void4d6 slashing damage and 4d6 void damage to the creature, with a DC 40 reflex save.

If the creature has resistance or immunity to void damage, or an effect that protects it against death effects, or an effect that protects it against the doomed or drained condition, the creature must first succeed at a DC 40 will save or have all such benefits suppressed for 1 minute.

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.

Bonetaker (divine)

Whenever a creature dies within 60 feet of a skulltaker, the skulltaker draws a portion of the creature's bones into its shard storm.

The creature must succeed at a DC 40 will save or rise as a Actor.Skeletal Champion in 1d4 rounds. These skeletal champions are controlled by the skulltaker.

Splintered Ground One Action

The skulltaker causes splintered bones to erupt from all solid surfaces in a 100-foot emanation, except for surfaces of worked stone. A creature moving through the bones takes 10[piercing],10 void10 piercing damage and 10 void damage for every 5 feet of movement.

The first time each round a creature takes piercing damage from these splintered bones, it must succeed at a DC 40 reflex save or take a –10-foot circumstance penalty to all Speeds for 10 minutes, or a –15-foot circumstance penalty for 24 hours on a critical failure.

The bones remain in place until the skulltaker uses this action again or the bones are manually removed, which takes 10 minutes for each 5-foot square.

Effect: Splintered Ground

Effect: Splintered Ground (Critical Failure)

Vitality Drain (divine)

When a skulltaker hits with a melee Strike, the target must succeed at a DC 40 fortitude save or become Drained 2 and Doomed 1.


Divine Innate Spells (DC 40, +32 to hit)

6th Level: Truesight (Constant)
7th Level: Execute
8th Level: Desiccate, Punishing Winds


Rituals

Collective Memories


Swirling down from misty peaks and through howling mountain passes like an evil wind, the vortex of bones known as a skulltaker is a terrible manifestation of the delirium and agony experienced by doomed climbers and lost trailblazers just before they met their end. In some places, a skulltaker is also known as a saxra.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.