Skeletal Horde

Skeletons controlled by Notre Sang.



NE Medium undead (troop)
Init +6; Senses darkvision 60 ft.; Perception +0
AC 23, touch 13, flat-footed 21 (+6 armor, +2 Dex, +1 dodge, +2 natural, +2 shield)
hp 77 (14d8+14)
Fort +6, Ref +8, Will +11
DR 5/bludgeoning; Immune cold, troop traits, undead traits
Speed 30 ft.
Melee troop (3d6+4)
Space 20 ft.; Reach 5 ft.
Str 18, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +10; CMB +14; CMD 26
Feats Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Toughness
SQ Defensive Perimeter
Gear breastplate, heavy steel shields, various weapons

Defensive Perimeter: Notre Sang and his allies may freely move onto a space occupied by the skeletal horde. While in such a position, any attack that would target a protect creature instead hits the skeletal horde, though area of effect attacks function as normal. Despite its troop traits, the skeletal horde can take damage from single-target spells in this fashion. While being protected, creatures cannot make melee attacks and do not threaten squares around them.

A horde of human skeletons that Notre Sang keeps stitched into his robe of bones, he legally acquired all of these bodies and animated them with his magic. Unlike most skeletons, they are equipped with sturdy weapons and armor. Notre Sang can summon his skeletal horde from his robe as a full-round action, though putting them away takes much longer.

Skeletal Horde

The Fires of Vesta DeathmatchFM