Today we introduce ‘weapons grade’ undead from the country of Karrnath who use their dead to bulk up their military forces. While hopefully your players never give reason for the Karrnath military to go after them, the Emerald Claw also has some of these dangerous and somewhat Intelligent undead in their forces as well.
Yes, the Karrnathi military undead are both intelligent versions of the classic skeleton and zombie which might catch players off guard as these creatures use dangerous tactics but also leaves them open to a few more possible spells given they are no longer mindless.
Due to the recent memory of the Last War Karrnathi military undead don’t adjust Recall Knowledge DCs BUT the Rituals to create these unique skeletons and zombies is Rare ritual heavily guarded by the Karrnathi Military but unfortunately Emerald Claw, former Karrnathi elite military unit now religious terrorists, have these rituals in their clutches as well. Abilities outside of the Bestiary but standardize else where are hyperlinked to Archives of Nethys for the rules.
Karrnathi Skeletal Soldier
These frightful skeletons are prepared for war with their exceptional gear and make quite the presence as the bones slowly seep blood. These Soldier skeletons usually open up combat with trying to disarm their opponents before focusing their dual wielding to drive damage while using the double blades to protect themselves.
KARRNATHI SKELETAL SOLDIER CREATURE 3
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LE | MEDIUM | SKELETON | UNDEAD
Perception +9: darkvision
Languages Common, Necril
Skills Acrobatics +10, Athletics +9, Intimidation +7
Str +4, Dex +4, Con +3, Int +2, Wis +3, Cha +1
Bloody The skeleton’s ‘body’ but not the armor is covered in dripping blood, granting fast healing 3
Items longsword, main-gauche, scale mail
AC 19 (21 with Twin Parry); Fort +9, Ref +12, Wil +6
HP 42, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious; Resistances cold 6, electricity 5, fire 5, piercing 5, slashing 5
Attack of Opportunity (Reaction)
Speed 25 feet
Melee <Single Action> longsword +12 (versatile p) Damage 1d8+5 slashing
Melee <Single Action> main-gauche +12 (agile, disarm, finesse, parry, versatile s) Damage 1d4+5 piercing
Melee <Single Action> claw +12 (agile) Damage 1d6+4 slashing
KARRNATHI SKELETAL ARCHER CREATURE 3
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LE | MEDIUM | SKELETON | UNDEAD
Perception +9: darkvision
Languages Common, Necril
Skills Acrobatics +10, Athletics +9, Intimidation +7
Str +4, Dex +4, Con +3, Int +2, Wis +3, Cha +1
Bloody The skeleton’s ‘body’ but not the armor is covered in dripping blood, granting fast healing 3.
Items composite longbow, buckler (Hardness 3, HP 6, BT 3), scimitar, scale mail, 30 arrows
AC 19 (20 with Raise Shield); Fort +9, Ref +12, Wil +6
HP 42, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious; Resistances cold 6, electricity 5, fire 5, piercing 5, slashing 5
Attack of Opportunity (Reaction)
Shield Block (Reaction)
Speed 25 feet
Melee <Single Action> scimitar +12 (forceful, sweep) Damage 1d6+5 slashing
Melee <Single Action> claw +12 (agile) Damage 1d6+4 slashing
Range <Single Action> composite longbow +12 (deadly d10, propulsive, volley 30 ft) Damage 1d8+3 piercing
Karrnathi Zombie Soldier
Zombie Soldiers start combat trying to frighten their opponents with Intimidating Strikes and smart enough to not target those already frightened by other zombie soldiers.
KARRNATHI ZOMBIE SOLDIER CREATURE 3
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LE | MEDIUM | ZOMBIE | UNDEAD
Perception +9, darkvision
Languages Common, Necril
Skills Acrobatics +8, Athletics +10, Intimidation +7
Str +4 Dex +1 Con +3 Int +2 Wis +3 Cha +1
Slow Tank This zombie can only use it’s third action to use the Raise Shield Action. If it ever slowed for any reason it loses the Raise Shield Action until no longer slowed.
Items half-plate, longsword, steel shield
AC 20 (22 with Raise Shield); Fort +9, Ref +9, Wil +6
HP 55, negative healing; Immunities death effects, disease, mental, paralyzed, poison, unconscious; Resistance 3 all damage except positive; Weakness positive 10, critical hits 10
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Speed 20 feet (25 without the armor)
Melee <Single Action> longsword +12 (versatile p) Damage 1d8+5 slashing
Melee <Single Action> fist +12 Damage 1d6+4
KARRNATHI ZOMBIE ARCHER CREATURE 3
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LE | MEDIUM | ZOMBIE | UNDEAD
Perception +9, darkvision
Languages Common, Necril
Skills Acrobatics +8, Athletics +10, Intimidation +7
Str +4 Dex +1 Con +3 Int +2 Wis +3 Cha +1
Slow Tank This zombie can only use it’s third action to use the Raise Shield Action. If it ever slowed for any reason it loses the Raise Shield Action until no longer slowed.
Items composite longbow, half-plate, longsword, buckler
AC 20 (21 with Raise Shield); Fort +9, Ref +9, Wil +6
HP 55, negative healing; Immunities death effects, disease, mental, paralyzed, poison, unconscious; Resistance 3 all damage except positive; Weakness positive 10, critical hits 10
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Speed 20 feet (25 without the armor)
Melee <Single Action> longsword +12 (versatile p) Damage 1d8+5 slashing
Melee <Single Action> fist +12 Damage 1d6+4
Range <Single Action> composite longbow +10 (deadly d10, propulsive, volley 30 ft) Damage 1d8+3 piercing
Thank you for your time and I hope this proves useful to you and your party! If you like to know how to support Shardfinder please check out the links at the top of the page. A special thanks to the Eberron Discord Communities and extra special one to ChaosOS for proof reading this entry.