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A blackened skull with faintly glowing ghostly flames in its eye sockets is being rolled with an utmost finesse by a black-and-blueish scarab, almost as large as the skull itself.
CR 2; XP 600
N Tiny Vermin
N Tiny Vermin
Init +2; Senses darkvision 60 ft.; Perception +1
Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 22 (5d8)
Fort +4; Ref +3; Will +2
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 22 (5d8)
Fort +4; Ref +3; Will +2
Defensive Abilities all-around vision; Immune vermin traits
Offense
Speed 30 ft., burrow 20 ft.
Speed 30 ft., burrow 20 ft.
Melee skull-bump +3 touch (3d6 negative energy) or bite +3 (2d4–2)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with skull-bump)
Special Attacks channel negative energy 4/day (DC 13, 3d6)
Spell-Like Abilities (CL 5th, concentration +6)
Constant—hide from undead
Statistics
Str 6, Dex 14, Con 12, Int –, Wis 13, Cha 13
Base Atk +3; CMB +5; CMD 11 (21 to trip it or disarm it of its skull)
Str 6, Dex 14, Con 12, Int –, Wis 13, Cha 13
Base Atk +3; CMB +5; CMD 11 (21 to trip it or disarm it of its skull)
Skills Perception +1, Stealth +10
SQ unholy skull
Ecology
Environment warm deserts and ruins
Organization solitary
Treasure standard
Environment warm deserts and ruins
Organization solitary
Treasure standard
Special Abilities
Unholy Skull (Su) A scullrab is bonded to an animate skull that contains lingering power of an evil (or corrupted after their death) cleric, and the main source of a danger that scullrab presents. When threatened, the critter can channel the lingering negative energy as if it was a 5th level cleric (always instinctively excluding itself from the effect), or simply bump the skull it into individual enemies dealing 3d6 points of negative energy damage on a successful melee touch attack roll. If the skull is taken away with a successful disarm maneuver, it loses its channel negative energy power, and immediately scurries away, seeking shelter, and then looking for a new skull to roll around.
A scullrab is a overgrown scarab that feed on bones until it dug up a skull of an evil priest and now somehow draws on its power. Does the lingering spirit controls this vermin, or is the vermin somehow tapping into blasphemous powers on its own?
A scullrab can make a fine familiar for a necromancer, requiring Improved Familiar feat and 7th caster level.
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