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A hoard of skeletons is competing to raid the village!

Somebody sound the alarm!!!

There’s skeletons and purple smoke!

Wait a second…

HEXATH!!!! This time you have gone too far..

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E Swarmer Skeleton

Medium phantasm, As forger

Armor Class 13 (armor scraps)

Hit Points 7 (1d8 + 4) even swarmers have low hp

Speed 30 ft.

STR
10 (+0)
DEX
14 (+2)
CON
15 (+2)
INT
6 (?2)
WIS
8 (?1)
CHA
5 (?3)

Soft blows: The emulus now only does psychic damage to an opponent and if they drop to zero or below hitpoints because of that then they do not die but rather go to sleep for 1d4 rounds and when they wake up they regain 1d10 hp x their number of class levels

Broken Power: The emulus now only can perform only non magical abilities.

Damage Vulnerabilities bludgeoning:

No Harm Done: No real harm can be done permanently by the emulus but they are helpful for detaining villains and training heroes to fight the real thing better. However heroes can only benefit  with xp from an emulus battle once a week.

Damage Immunities poison

Double your knowledge Double your fun: you get twice as many emulus if they have less than one CR and what’s even better they wont just dissappear if you wait too long.

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 9

Languages understands all languages it knew in life but can’t speak

Challenge 1/4 (50 XP)

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) psychic damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) psychic damage.

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