D&D 3.0: Tales from Mystara
by Jamie Baty
Hit Dice: 1d10 (5 hp)
Initiative: + 5 ( + 5 Dex)
Speed: fly 20 ft. (perfect) (can’t run)
Armour Class: 18 ( + 2 size, + 5 Dex, + 1 natural), touch 17, flat-footed 13
Base Attack/Grapple: 0 / – 11
Attack: Touch +7 touch (1d4 fire)
Full Attack: Touch + 7 touch (1d4 fire)
Space/Reach: 2 – 1/2 ft. /0 ft.
Special Attacks: Poison Breath, retributive strike
Special Qualities: Construct traits, darkvision 60ft., flight, low-light vision, spell reflection
Saves: Fort + 0, Ref + 5, Will + 0
Abilities: Str 5, Dex 21, Con – , Int – , Wis 10, Cha 18
Feats: Weapon Finesse
Environment: Any land
Challenge Rating: 2
Advancement: 2 HD (Tiny); 3 HD (Small)
Level Adjustment: -
This construct appears to be a floating skull with flaming eyes.
A skullwraith takes the form of a human skull, which “flies” about (20’ round) by means of levitation, and has eyes like glowing flames. Although the name implies it is undead, and it bears a physical similarity to a demilich, the skullwraith is not undead. It can speak up to seven set phrases (of up to 77 words each), with which it was endowed during its creation; these cannot be spells, and cannot be subsequently changed. Once set, each phrase is linked to a specific set of conditions, which if fulfilled will cause the Skullwraith to speak the phrase. (It does not then forget the phrase, but can repeat it tirelessly each time the conditions are fulfilled.)
Whenever a Skullwraith touches a creature, a tiny gout of flame will spurt from its eyes and burst upon the creature, causing 1 – 4 points of fire damage.
Otherwise, the Skullwraith has no purely physical attack, but it can snatch scrolls, keys, garments, and the like in its jaws, and has something of the intelligence and senses of its creator. In this case, the Skullwraith can recognize spellcasting and the approach of potential attackers, attempts to net or grab it and the like, can “see” as though it were a living man, and will avoid direct physical contact by soaring up to the ceiling and remaining there when first menaced. It can dodge and swerve in rapid, intricate aerial acrobatics.
The Skullwraith will not attack or molest intruders (unless attacked first), but will merely accompany them, floating above their heads. It will not leave the boundaries of its programmed territory; it will view any attempts to take it out as attacks.
Poison Breath(Ex): A skullwraith may breathe a cloud of poison gas in a 20 ft cone 5/day. All victims within the cloud must make a fortitude save vs DC 15 (Cha based). Those that fail the save take 1d6 hp in damage and fall into a convulsive sleep for 2-7 rounds (as per sleep spell, except the creature cannot be awakened).
Even if the save is made, the victim is nauseated for 2-7 rounds. -
Retributive Strike (Sp): When the skullwraith is destroyed, a 20d6 lightning bolt is cast upon the enemy that struck the deathblow.
Flight (Ex): A skullwraith can cease or resume flight as a free action.
Spell Reflection (Ex): A skullwraith automatically reflects one spell per round back at the spell’s caster for full effect.
Construct Traits: A construct possesses the following traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects; Not subject to critical hits, non-lethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less; Since it was never alive, a construct cannot be raised or resurrected; Constructs do not eat, sleep, or breathe. Please see the 3.5E Monster Manual for more information.