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NPC 68

Skeletal Knights * 4. Abbey Crypt room 2 (Half-Ogre Skeletal Fighter Pathfinder CR 14)

These four skeletal knights were the elite heavy infantry of the lich Crattak’s forces attacking the Abbey.  They all stand 7ft tall wearing batted half plate and carrying large steel shields embossed with a black skull,  and are armed with battle axes and javelins.  Their eyes sockets gleam with a cold blue light.

These skeletal knights will charge into battle at the first opportunity, they are now, and always were, killing machines enjoying hacking foe to pieces.

Name Four Skeletal Knights
Half-Ogre Skeletal CR 11
XP 12800
Neutral Evil Medium Humanoid (Undead) Undead Traits
Fighter level 10 (skill points 20) Fighter
Init +6; Senses Darkvision 60, Darkvision 60; Perception +1


AC 27, Touch 13, flat footed 24 (+0 Half-plate, +1 Shield, heavy steel)
(+2 Dex, +2 Natural, +8 armour, +4 shield, +1 feats)
hp 85 (0d8+10d10+10+10+10);
Fort +8, Ref +5, Will +4
Damage reduction 5/bludeoning, Immunity to cold


Speed 30
Single Attack(+2/+2) Battle axe +21 (1d8+12/19-20 X3)
or (+1/+1) Javelin +15 (1d6+10)
Full Attack
(+2/+2) Battle axe +21/16 (1d8+12/19-20 X3)
or (+1/+1) Javelin +15/10 (1d6+10) range 30
Space 5ft.; Reach 5ft.
Special Attacks
Weapon Training become proficient in a weapon group 2


Str 22, Dex 14, Con 0, Int 10, Wis 9, Chr 12
Base Attack 10 CMB 16; CMD 28
Dodge: add 1 to AC ,
Shield Focus: +1 AC when using a shield,
Weapon Focus: +1 to attack rolls,
Weapon Focus(Ranged): +1 attack rolls,
Weapon Specialization: +2 to damage rolls,
Weapon Specialization (ranged): +2 damage,
Armour Prof Heavy,
Armour Prof Light,
Armour Prof Medium,
Fleet: Base speed + 5 feet,
Fleet 2: Base speed + 5 feet,
Improved Critical: Doubles critical chance of weapon,
Improved Initiative: +4 Initiative checks,
Iron Will: +2 on will saves,
Martial Weap Prof,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency,
Toughness: +3 Hit points or +1 per hd,
Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties
Skills Climb -1, Handle Animal 1, Intimidate 10, Know Arch & Eng 0, Know Dungeon 0, Perception 1, Ride 14, Survival 3, Swim -4
Languages Common, Giant


Environment Any


Imposing Figure get a +2 racial bonus to Intimidate checks.
Armour Training reduced armour check penalty and increases dex bonus by 2
Bravery Save vrs fear + 3

MAGIC ITEMS (max value 12750)

+1 Shield, heavy steel (1000gp)
+2 Battle axe (8000gp)
+1 Javelin (2000gp)

Total Value = 11000

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