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TheiltemarCreature 4


Unique​Medium​Evil​Skeleton​Undead​Unholy​
Source Pathfinder Adventure: Rusthenge
Perception +13 (darkvision)
Languages Chthonian, Diabolic, Jotun, Thassilonian, Varisian
Skills Athletics +10, Crafting +9, Intimidation +11, Occultism +11, Religion +13, Stealth +10
Str +2, Dex +4, Con +0, Int +3, Wis +5, Cha +3

AC 20; Fort +8; Reflex +10; Will +13;
HP 50 (void healing)
Speed 25 feet
Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious
Resistances Cold 5, Electricity 5, Fire 5, Piercing 5, Slashing 5

Claw One Action +12 (+8, +4) to hit (agile, finesse, unarmed) 2d6+4 Slashing

Rusting Death

When Theiltemar is destroyed, his bones explode as the necromantic energy holding him together is released. This shreds his rusted chain mail as well, flinging rusty shards of jagged metal in all directions. Adjacent creatures take 2d6 piercing damage (DC 21 reflex save) and are exposed to rust creep. As his remains settled to the floor, the wall of force blocking area F14 flickers and fades.

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.

Rust Creep (disease, divine)

Those afflicted by rust creep develop uncomfortable rust-colored bruises on their flesh and endure full-body aches like those one might experience after a long workout. As the affliction progresses, their bodies—as well as the clothing and items they wear or carry—increasingly break down until a painful death occurs. If a character successfully resists contracting rust creep, or recovers from a case of rust creep, they are temporarily immune to future rust creep infections for 24 hours.

Saving Throw DC 15 fortitude

Stage 1 –1 status penalty to Athletics checks (1 day)

Stage 2 as stage 1 (1 day)

Stage 3 Enfeebled 1 (1 day)

Stage 4 enfeebled 1 and Stupefied 1, plus any armor, clothing and items you carry and that are of a level equal to or less than the disease become broken as the decay spreads to them (1 day; broken items remain broken)

Stage 5 Unconscious (1 day)

Stage 6 unconscious (1 day)

Stage 7 death


Divine Spontaneous Spells (DC 21, +13 to hit)

Cantrips (2nd Level): Daze, Divine Lance, Prestidigitation, Read Aura, Shield
1st Level (4 slots): Bane, Command, Fear, Harm (2x)
2nd Level (4 slots): Blood Vendetta, Darkness, Sudden Blight


Among the ranks of the dead, none are so numerous, nor so varied, as the skeleton. While most are almost entirely made from bone, some maintain a few scraps of flesh to aid them in movement, such as wing membranes.


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.

Skeleton

This undead is made by animating a dead creature's skeleton with void energy. An ability with this trait can be used or selected only by skeletons.

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.