Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

All | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | Starship-Scale | T | U | V | W | X | Y | Z

Template Grafts | Universal Monster Rules


Bone Trooper

Source Alien Archive 2 pg. 22
Using magic rituals, technomantic experiments, or both, powerful spellcasters can animate the bones of the dead. Although many of these undead are mindless and easily controlled, others retain their intellects, memories, and personalities, and thus they are able to continue a semblance of their former lives. Called skeletal champions in previous ages, these undead are now more commonly known as bone troopers because of their frequent association with the Corpse Fleet, a renegade starship navy of undead.

A member of almost any sapient species that has a skeleton can become a bone trooper. Bone troopers keep all of the abilities, class features, and skills they had when they were living, and they can benefit from class grafts. When the dead planet Eox suffered the cataclysm that nearly destroyed the world, its inhabitants looked to necromancy for their salvation. The most powerful elebrians became bone sages, but a significant proportion of Eox’s populace that managed to survive did so as bone troopers. As a result, most bone troopers in the Pact Worlds are elebrians from Eox, recognizable by the elongated elebrian cranium.

The Corpse Fleet employs countless elebrian bone troopers, which far outnumber other undead in the exiled navy’s ranks. Most of these troopers are soldiers, although many specialize as operatives, technomancers, or mindbreaker mystics.

A bone trooper looks like a fleshless skeleton with a cold, cunning light burning in its eye sockets. Bone troopers wear normal clothing or armor and wield contemporary weapons.

Aliens in the "Bone Trooper" Family

NameCR
Bone Trooper Captain8
Bone Trooper Technomancer3

Bone Trooper, Bone Trooper Technomancer

Source Alien Archive 2 pg. 22

Bone Trooper Technomancer CR 3

XP 800
Elebrian technomancer
LE Medium undead
Init +7; Senses darkvision 60 ft.; Perception +8

Defense

HP 34
EAC 13; KAC 14
Fort +2; Ref +2; Will +8
DR 5/—; Immunities cold, undead immunities

Offense

Speed 30 ft.
Melee tactical dueling sword +5 (1d6+4 S) or claw +5 (1d4+4 S)
Ranged tactical semi-auto pistol +7 (1d6+3 P)
Technomancer Spells Known (CL 3rd; ranged +7)
1st (3/day)—magic missile, supercharge weapon
0 (at will)—daze (DC 15), energy ray

Statistics

STR +1; DEX +3; CON —; INT +4; WIS +0; CHA +1
Skills Computers +13, Mysticism +8, Piloting +13
Languages Common, Eoxian
Other Abilities magic hacks (countertech), spell cache (rank insignia), unliving
Gear skitterhide I, tactical dueling sword, tactical semi-auto pistol with 36 small arm rounds

Ecology

Environment any
Organization solitary, pair, or platoon (3-12)

Extra Content

The following extra content was found for this creature:
- Bone Trooper (Other) Graft Template