Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. positive
Ability
Bonetaker
(divine, necromancy) 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 skeletal champion in 1d4 rounds. These skeletal champions are controlled by the skulltaker.
Ability
Divine Innate Spells
DC 40; 8th finger of death (x2), horrid wilting (x2), punishing winds (x2); Constant (6th) true seeing
Ability
Divine Rituals
DC 40; 7th legend lore
Ability
Energy Drain
(divine, necromancy) 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.
Ability
Shard Storm
(air, aura, divine, necromancy) 10 feet. A cloud of bone shards surrounds the skulltaker. When a creature moves into the emanation or begins its turn there, shard storm attempts to counteract any death ward effect on the creature (+30 counteract modifier) and then deals 4d6 slashing damage and 4d6 negative damage to the creature, with a DC 40 basic Reflex save.
Ability
Skeletal Lore
(divination, 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 legend lore ritual, and it can cast legend lore without secondary casters.
Ability
Splintered Ground
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.
Offense
Melee
Circumstance: combat round (melee)
jaws +35 [+30/+25] (deadly 2d12, magical, reach 10 feet), Damage 3d10+14 piercing plus 3d6 negative and energy drain
Offense
Ranged
Circumstance: combat round (ranged)
bone javelin +33 [+28/+23] (magical, thrown 100 feet), Damage 3d8+6 piercing plus 3d6 negative
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
cold
death effects
disease
paralyzed
poison
unconscious
Language
Necril
Skeletal Lore languages
Perception
darkvision
true seeing
Resistance
piercing 15
slashing 15