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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