🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Giant Pirate SkeletonCreature 8


NELargeMindlessSkeletonUndead
Source Pathfinder One-Shot #1: Sundered Waves
Perception +18 (darkvision)
Languages none
Skills Athletics +22, Intimidation +17
Str +7, Dex +2, Con +4, Int -5, Wis +2, Cha +2

AC 26; Fort +17; Reflex +15; Will +14;
HP 125 (negative healing)
Speed 30 feet
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Resistances Cold 5, Electricity 5, Fire 5, Piercing 5, Slashing 5

Gaff Hook One Action +20 (+15, +10) to hit (reach 10) 2d10+10 Piercing
Claw One Action +19 (+15, +11) to hit (agile, reach 10) 2d8+10 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Easily Distracted

The giant pirate skeleton's poor vision makes it easily distracted by creatures that flank it. Whenever it has the flat-footed condition from being flanked, increase the penalty to its AC to -4.

Focused Assault Two Actions

The giant pirate skeleton makes two Strikes with its claw against one foe. The multiple attack penalty doesn't increase until after both attacks are resolved.

The giant pirate skeleton doesn't use this ability if there is more than one creature within its reach that it can see.

Impaling Hook

A creature critically hit by the giant pirate skeleton's gaff hook is impaled upon it.

The creature is Grabbed by the giant pirate skeleton and whenever the giant pirate skeleton maintains the grab, the creature takes 1d10+10 piercing damage from the agonizing wound.



Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Mindless

A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.

Skeleton

This undead is made by animating a dead creature's skeleton with negative energy. An ability with this trait can be used or selected only by skeletons.