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SkulltakerCreature 18


UncommonNEHugeUndead
Source Pathfinder Bestiary
Perception +33 (darkvision; true seeing)
Languages Necril, Skeletal Lore Languages
Skills Acrobatics +34, Intimidation +35, Religion +30, Lore +30, Stealth +32
Str +8, Dex +6, Con +6, Int +2, Wis +8, Cha +7

AC 42; Fort +31; Reflex +33; Will +35; +1 status to all saves vs. positive
HP 300
Speed 30 feet (fly 60 feet)
Immunities cold, death effects, disease, paralyzed, poison, unconscious
Resistances Piercing 15, Slashing 15

Jaws One Action +35 (+30, +25) to hit (deadly 2d12, magical, reach 10) 3d10+14 Piercing + 3d6 Negative
Claw One Action +35 (+31, +27) to hit (agile, deadly 2d12, magical, reach 15) 3d6 Negative + 3d6+14 Slashing
Bone Javelin One Action +33 (+28, +23) to hit (magical, thrown 100) 3d6 Negative + 3d8+6 Piercing

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.

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 skulltakerʼs 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.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. PositiveShard Storm (air, aura, divine, necromancy)

10 feet Aura


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.

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.

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.

Splintered Ground One Action

The skulltaker causes splintered bones to erupt from all solid surfaces in a 100-foot emanation, except for surfaces of worked stone. A creature moving through the bones takes 10 piercing damage and 10 negative damage for every 5 feet of movement. The first time each round a creature takes piercing damage from these splintered bones, it must succeed at a DC 40 reflex save or take a -10-foot circumstance penalty to all Speeds for 10 minutes, or a -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.

Effect: Splintered Ground

Effect: Splintered Ground (Critical Failure)


Divine Innate Spells (DC 40, +32 to hit)

6th Level: True Seeing
7th Level: Finger of Death
8th Level: Horrid Wilting, Punishing Winds

Divine Rituals

7th Level: Legend Lore


Swirling down from misty peaks and through howling mountain passes like an evil wind, the vortex of bones known as a skulltaker is a terrible manifestation of the delirium and agony experienced by doomed climbers and lost trailblazers just before they met their end. In some places, a skulltaker is also known as a saxra.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.