SKELETOR

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SKELETOR

XP 76,800

NE Medium undead (magical) mystic

Init +0; Senses darkvision 60 ft., blindsense 60 ft.;

Perception +28

DEFENCE

EAC 32; KAC 32

Fort +16; Ref +14; Will +19

Defensive abilities regeneration;

Immunities Undead immunities

OFFENCE

CR 16

HP 255

Speed 35 ft., climb 20 ft.

Melee Demon-Staff +24 (6d8+16 B) Crit: Enervation

Ranged ray beams +26 (6d4+16 E) Crit: Fire

Mystic Spells Known (CL 16th; ranged +26)

6th (3/day) - Control Undead (DC 26), Snuff Life (DC 26)

5th (6/day) - Crush Skull (DC 25), Modify Memory (DC 25), Retrocognition (DC 25), Telepathy (DC 25)

4th (at will) - Enervation, Reincarnate (DC 24)

TACTICS

Has henchmen, sometimes they are competent.

STATISTICS

Str +8; Dex +2; Con -; Int +2; Wis +6; Cha +5

Skills Bluff +28, Disguise +33, Mysticism +33 Computers:: +7; Culture: +7 Diplomacy: +7; Engineering: +7;

Phys.Sci:: +7; Sense Motive:: +7; Stealth:: +7; Survival : +7; Life Sci : +7; Intimidate: +7;

Languages Aklo, Draconic, Eoxian, Infernal

Other abilities unliving

Gear Demon Staff, above; Steelbones Armor;

Plasma Bolt Gun; Small arm - one-hand; Lvl: 15; Price: 98800; Dmg: 4d6 E & F; Range: 95 ft.; Crit: Knockdown Capacity: 32 rounds; Usage: 2; Bulk: M; Special: Boost 2d8

ECOLOGY

Has a huge castle filled with machinery, and magic doodads. Minions patrol uselessly.

The locks on the computers, doors and vaults are biometrically keyed to him.

MYSTIC ABILITIES

Resolve points 6

Mystic abilities mindlink; and telepathic bond. Familiar: Giant Purple Panther

Mystic special rules An array of mystic powers ; such as the ability to teleport himself and others over vast distances, send telepathic commands to his minions, grow plants,

hypnotism, illusions, reflection, freezing rays, and open gateways between dimensions. He can gain mystic insight to his already good scientific skill, and is shown to have skill in creating various machines Also a highly skilled swordsman, wielding dual swords and taking on multiple opponents. He has a transferable +5 mystic bonus he can use on almost any skill per turn.

SPECIAL ABILITIES

Energy Drain (Su) A successful energy drain attack inflicts one or more negative levels (as described in the ability). If an attack that includes an energy drain scores a critical hit, it inflicts twice the listed number of negative levels. Unless otherwise specified in the draining creature's description, it gains 5 temporary Hit Points for each negative level it inflicts on an opponent. These temporary Hit Points last for a maximum of 1 hour. Negative levels from energy drain remain until 24 hours have passed or until they are removed with magic or technology. If a negative level isn't removed before 24 hours have passed, the affected target must attempt a Fortitude saving throw (the exact DC is given in the creature's stat block). On a success, the negative level goes away. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

Regeneration (Ex) The creature regains Hit Points at the start of its turn, as with fast healing, but it can't die as long as its regeneration is still functioning (although creatures with regeneration still fall unconscious when their Hit Points reach 0). Certain attacks, typically those that deal acid or fire damage, cause a creature's regeneration to stop functioning for 1 round. During this round, the creature doesn't regain Hit Points and can die normally. The creature's stat block describes the types of damage that suppress the regeneration. Regeneration doesn't restore Hit Points lost from starvation, thirst, or suffocation. Creatures with regeneration can regrow lost portions of their bodies and can reattach severed body parts if they are recovered within 1 hour of severing. Severed parts that aren't reattached wither and decompose normally.

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