Advanced Skeletal Mage CR 10



Skeletal Mage CR 10


NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +13


Defense


AC 23, touch 15, flat-footed 20 (+5 armor, +3 Dex, +5 natural)
hp 85 (10 HD; 2d8+8d6+40)
Fort +5, Ref +6, Will +12
Defensive Abilities channel resistance +4; DR 5/bludgeoning; Immune cold, undead traits
 

Offense


Speed 30 ft.
Melee mwk dagger +8 (1d4+1/19-20), claw -1 (1d4) or 2 claws +7 (1d4+1) or spectral hand +9 touch (by touch spell)
Ranged ray +7 ranged touch (by spell)
Special Attacks channel negative energy (DC 18, 8/day, command undead only)
Spell-Like Abilities (CL 8th; concentration +12)
8/day - grave touch (1 round)
Spells Prepared (CL 8th; concentration +12)
4th — animate dead, fear (DC 21)
3rd — vampiric touch, dispel magic, ray of exhaustion (DC 20)
2nd — ghoul touch (DC 19), scorching ray, spectral hand, blindness/deafness (DC 19)
1st — chill touch (DC 18), mage armor, magic missile, ray of enfeeblement (DC 18), cause fear (DC 18)
0 (at will) — detect magic, mage hand, ray of frost, read magic, touch of fatigue (DC 17)
Opposition Schools Enchantment, Illusion
 

Statistics


Str 12, Dex 16, Con —, Int 18, Wis 12, Cha 16
Base Atk +5; CMB +6; CMD 19
Feats Combat Casting, Command Undead, Improved Initiative B, Scribe Scroll, Silent Spell B, Spell Focus (necromancy), Toughness, Weapon Finesse, Greater Spell Focus (necromancy), Quicken Spell, Extend Spell
Skills Intimidate +13, Knowledge (arcana) +16, Knowledge (religion) +16, Perception +13, Sense Motive +13, Spellcraft +16, Stealth +13
Languages Abyssal, Common, Draconic, Undercommon, +1 additional
SQ arcane bond (skull)

Skeleton Aurumorpher CR 20

 




SKELETON AURUMMORPHER CR 20

XP 307,200

NE Medium undead

Init +11; Senses darkvision 60 ft., aurumvision 240 ft., blindsense 30 ft.; Perception +32

Aura Golden Empowerment Aura (60 ft.)


DEFENSE


AC 30, touch 17, flat-footed 27 (+13 natural, +3 Dex)

hp 370 (20d8+140)

Fort +17, Ref +19, Will +26

DR 10/bludgeoning and magic; Immune cold, undead traits; SR 31


OFFENSE


Speed 30 ft., fly 60 ft. (poor)

Melee 2 claws +25 (2d6+5), bite +20 (1d6+2)

Space 5 ft.; Reach 5 ft.

Spell-Like Abilities (CL 20th; concentration +30)

At will—Gold Glide, Gold Golem, Golden Flow

Spells Known (CL 14th; concentration +19)

7th (3/day)—Limited Wish (Only for gold-themed effects)

6th (5/day)—Chain Lightning, Greater Dispel Magic

5th (7/day)—Fabricate (Only on gold), Overland Flight

4th (7/day)—Shout, Stoneskin

3rd (7/day)—Haste, Slow

2nd (8/day)—Glitterdust, Resist Energy

1st (8/day)—Mage Armor, Magic Missile

0 (at will)—Detect Magic, Light, Mage Hand, Prestidigitation (Only for gold-themed effects)


STATISTICS


Str 20, Dex 16, Con —, Int 24, Wis 24, Cha 24

Base Atk +15; CMB +20; CMD 33

Feats Improved Initiative, Lightning Reflexes, Toughness (x5), Spell Focus (evocation), Greater Spell Focus (evocation), Improved Counterspell, Quicken Spell-Like Ability

Skills Perception +32, Knowledge (arcana) +32, Spellcraft +32


SPECIAL ABILITIES


Aurumvision (Ex) The Aurummorpher can perceive anything made of gold as with blindsense.

Aurum Retribution (Su) The Aurummorpher's body is a conduit of golden energy. Any creature that hits the Aurummorpher with a melee attack takes 2d6 points of damage as shards of sharp, magical gold burst from the point of impact. This damage is not reduced by Damage Reduction. This ability does not trigger on touch attacks or effects that do not deal physical damage.

Golden Empowerment Aura (Su) The Aurummorpher radiates an aura of golden energy in a 60-foot radius. Other creatures made of gold within this aura are continuously empowered, gaining a +2 enhancement bonus to their attack rolls, AC, and all saving throws. This aura is always active, and the bonuses do not stack with each other if multiple Aurummorphers are present.

Gold Glide (Ex) A burrowing Aurummorpher can pass through gold or almost any other sort of precious metal as easily as a fish swims through water. If protected against fire damage, it can even glide through molten gold. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move metal spell cast on an area containing a burrowing Aurummorpher flings the creature back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

Gold Golem (Su) Once every 1d4 rounds, the Aurummorpher can shape a significant amount of gold into a golem-like servant. This creature can follow simple commands and fight on behalf of the Aurummorpher.

Golden Flow (Su) The Aurummorpher can command any non-magical gold in a 30-foot radius to move as though it were liquid. This can be used to create difficult terrain, disarm opponents, or even create a wall or barrier of flowing gold.

Molten Gold (Su) As a standard action, the Aurummorpher can cause any non-magical gold object within 60 feet to heat up and turn into molten gold. This includes gold coins, jewelry, and similar small items. If a creature is wearing, carrying, or holding the affected object, it takes 10d6 fire damage (Reflex half, DC = 10 + 1/2 the Aurummorpher's HD + its Charisma modifier)

 

Gold Golem CR 15

 


Gold Golem CR 15

XP 51,200 N Large construct Init –1; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 31, touch 8, flat-footed 31 (–1 Dex, +23 natural, –1 size) hp 220 (20d10+80) Fort +6, Ref +5, Will +6 DR 15/adamantine; Immune construct traits, magic

OFFENSE

Speed 30 ft. Melee 2 slams +26 (2d10+9) Space 10 ft.; Reach 10 ft. Special Attacks Auric Radiance

STATISTICS

Str 28, Dex 9, Con —, Int —, Wis 11, Cha 1 Base Atk +15; CMB +24; CMD 33

SPECIAL ABILITIES

Immunity to Magic (Ex)

A gold golem has immunity to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals electricity damage slows a gold golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A gold golem gets no saving throw against fire effects.

Auric Radiance (Su)

Once every 1d4 rounds, the gold golem can unleash a burst of light from its body. Every creature within a 30-foot radius must make a DC 17 Fortitude save or take 8d6 points of damage and be blinded for 1 round. A successful save halves the damage and negates the blinding effect. The save DC is Constitution-based.

Skeleton Aurumancer CR 20




Skeleton Aurumancer

CR 20

XP 307,200

NE Medium undead


Init +11; Senses darkvision 60 ft. aurumvision 240 ft, blind sense 30 ft.; Perception +32


DEFENSE

AC 36, touch 13, flat-footed 33 (+23 natural, +3 Dex)

hp 370 (20d8+140)

Fort +17, Ref +19, Will +22

DR 10/bludgeoning; Immune cold, undead traits


OFFENSE

Speed 30 ft. Fly 60 ft. (Poor)

Melee 2 claws +30 (2d8+10), bite +25 (2d6+5)

Ranged Aurum Beam +23 (12d6)(Petrification DC 27)

Space 5 ft.; Reach 5 ft.

Spell-Like Abilities (CL 20th; concentration +25)

  • At will—Transmute Rock to Gold, Golden Shield, Aurum Beam, Gilded Grasp
  • 1/week—Golden Resurrection

STATISTICS

Str 31, Dex 16, Con -, Int 14, Wis 20, Cha 20

Base Atk +15; CMB +26; CMD 39

Feats Improved Initiative, Lightning Reflexes, Toughness (x5), Weapon Focus (claw), Power Attack, Improved Grapple, Improved Disarm

Skills Perception +32


SPECIAL ABILITIES

Aurumvision (Ex): The Aurumancer can percive anything made of gold as with blindsense.

Transmute Rock to Gold
(Sp): The Aurumancer can change a small section of rock (5-foot cube) into pure gold once per day. This gold can turn back to rock with dispell magic.

Golden Shield (Su): As a swift action the Aurumancer can turn its own gold into a shield to absorb one attack or spell.

Aurum Beam (Sp): The Aurumancer can fire a concentrated beam of magical energy that turns whatever it hits into gold, dealing damage and potentially immobilizing an opponent. You must succeed on a ranged touch attack with the ray to deal damage to a target. (Fortitude DC 27 to avoid petrification).

Gilded Grasp (Su): The Aurumancer can cause golden chains to spring from the ground and restrain all targets the Auramancer can percive. The Aurumancer spends a part of its innate magical energy to suppress the target's freedom of movement and magical bonuses to Escape Artist or on checks to escape a grapple. This ability also duplicates the effect of dimensional anchor. The chains have the ghost touch special property, and an incorporeal creature that they grapple gains the grappled condition (Reflex negates, DC 20). The CMD of Gilded Grasp, for the purposes of escaping the grapple, is equal to 10 + its CMB. Gilded Grasp is a swift action and lasts until the beginning of the Aurumancer's next turn.

Golden Resurrection (Sp): Once per week, the Aurumancer can resurrect a fallen ally as a gold-skinned servant with a portion of its abilities.