Skeletal Mage

Skeletal Mage

Bones rattle against cracked bones as this ancient, fleshless corpse clatters forth. Instead of lumbering forth to attack, this one instead holds back and casts a spell!

Skeletal Mage CR 5

XP 1,600
Human skeletal mage necromancer 3
NE Medium undead
hp 38 (5 HD; 2d8+3d6+18)
Fort +2, Ref +4, Will +8
Melee mwk dagger +5 (1d4+1/19–20), claw –1 (1d4) or 2 claws +4 (1d4+1) or spectral hand +6 touch (by touch spell)
Ranged ray +4 ranged touch (by spell)
Special Attacks channel negative energy (DC 13, 6/day, command undead only)
Arcane School Spell-Like Abilities (CL 3rd; concentration +6)

6/day—grave touch (1 round)

Spells Prepared (CL 3rd; concentration +6)

2nd—ghoul touch (DC 17), scorching ray, spectral hand
1st—chill touch (DC 16), mage armor, magic missile, ray of enfeeblement (DC 16)
0th (At Will)—detect magic, mage hand, ray of frost, read magic, touch of fatigue (DC 15)
Base Atk +2; CMB +3; CMD 15
Feats Combat Casting, Command Undead, Improved InitiativeB, Scribe Scroll, Silent SpellB, Spell Focus (necromancy), Toughness, Weapon Finesse
Skills Intimidate +8, Knowledge (arcana) +11, Knowledge (religion) +11, Perception +8, Sense Motive +9, Spellcraft +11, Stealth +10
Languages Abyssal, Common, Draconic, Undercommon
SQ arcane bond (skull)

Environment any
Organization solitary or pair
Treasure NPC Gear (masterwork dagger, cloak of resistance +1, skull, spell component pouch, spellbook, 348 gp)

Skeletal mages are minor spellcasters (typically 5th-level or less) who have retained both their intelligence and their spellcasting abilities. These variant skeletal champions gain Silent Spell as a bonus feat. Like skeletal champions, skeletal mages cannot be created with animate dead—they only arise under rare conditions or through ancient, esoteric rituals.

Pathfinder 44: Trial of the Beast. Copyright 2011, Paizo Publishing, LLC, Author: Richard Pett