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Hallowed Bones
   Medium-Size Undead


Hit Dice: 3d12 (18 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 16 (+2 Dex, +4 natural)
Attacks: 2 slam +2 melee, or great sword +3
Damage: Slam 1d6+1, or 2d6+1 great sword
Face/Reach: 5 ft. by 5 ft./ 5ft
Special Attacks: None
Special Qualities: Cold immunity, damage resistance, immunities, turn resistance, undead
Saves: Fort --, Ref +3, Will +3
Abilities: Str 12, Dex 14, Con --, Int --, Wis 10, Cha 13
Skills: None
Feats: Weapon Focus (great sword)

Climate/Terain: Any
Organization: Patrol (2-4), Squad (5-10), Platoon (11-20), Corps (25-50)
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: None

Hallowed Bones are the skeletons of the devout followers of the Goddess, ritually prepared and animated, and typically employed as Temple guardians by the Neutral Good church. Hallowed bones are usually garbed in traditional robes and equipped with ornate, two-handed great swords. They are commonly encountered in large temples, and in locations where the Church held, or once held, sway.

Hallowed bones are unintelligent and must be commanded. However, they will faithfully perform whatever duties they have been commanded to perform for all eternity or untill they are destroyed.

Combat

Cold Immunity (Ex)
Hallowed Bones are immune to cold-based attacks.
Damage Restance (Ex)
Hallowed Bones have no flesh or internal organs and are therefore resistant to piercing and slashing attacks. Hallowed Bones take half damage from slashing attacks, and have 10/+5 resistance to piercing attacks. Hallowed bones still suffer only half-damage from piercing damage which penetrates their damage resistance.
Turn Resistance (Ex)
Hallowed Bones have +4 turn resistance (see page 10 of the Monster Manual) due to the enchantments used to animate them.
Hallowed Status (Ex)
Hallowed Bones are positively affected by hallow or consecrate spells cast by worshippers of the Goddess and are adversely affected by desecrate or unhallow spells cast by others.
Undead
Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.


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