Skulltaker

Creature 18
  • uncommon
  • Huge
  • undead
  • unholy
Perception
+33; darkvision, truesight 60 feet
Languages
Necril, Skeletal Lore languages
Skills
Acrobatics +34, Intimidation +35, Religion +30, Skeletal Lore +30, Stealth +32
Str +8, Dex +6, Con +6, Int +2, Wis +8, Cha +7

Skeletal Lore (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 skulltaker's home region).

The skulltaker can use Skeletal Lore as the primary skill check for the Collective Memories ritual, and it can cast collective memories without secondary casters.

Constant Spells

AC
42; Fort +31, Ref +33, Will +35; +1 status to all saves vs. vitality
HP
300, void healing; Immunities cold, death effects, disease, paralyzed, poison, unconscious, bleed; Resistances piercing 15, slashing 15

Shard Storm (air, aura, divine) 10 feet.

A cloud of bone shards surrounds the skulltaker. When a creature moves into the emanation or begins its turn there, shard storm deals 4d6 slashing damage and 4d6 void damage to the creature, with a DC 40 basic Reflex save.

If the creature has resistance or immunity to void damage, or an effect that protects it against death effects, or an effect that protects it against the doomed or drained condition, the creature must first succeed at a DC 40 Will save or have all such benefits suppressed for 1 minute.

Void Healing

Speed
30 feet, fly 60 feet

Melee ◆ jaws +35 (deadly 2d12, magical, reach 10 feet, unarmed), Damage 3d10+14 piercing plus 3d6 void plus Vitality Drain

Melee ◆ claw +35 (agile, deadly 2d12, magical, reach 15 feet, unarmed), Damage 3d6+14 slashing plus 3d6 void plus Vitality Drain

Ranged ◆ bone javelin +33 (magical, thrown 100 feet), Damage 3d8+6 piercing plus 3d6 void

Divine Innate Spells DC 40, attack +32; 8th desiccate, punishing winds, execute; Constant (6th) truesight

Bonetaker (divine) 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.

Splintered Ground ◆ 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 void 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)

Vitality Drain (divine) 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.

Source: Pathfinder Monster Core

Running this fight? Add the skulltaker to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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