Glowing Bones

(Generated 42 times)
Namelist None
Monster island
Rank Veteran
Race Skeleton
Cult rank None
Notes ‘Glowing Bones’ emanates a low level atomic field, that causes radiation burns (1 Hit Point per minute of exposure) to living beings that linger in its presence. It will however turn on anyone who tries to harm it, attacking in a shrieking frenzy. The undead thing is hard to hit, and even harder to hide from as it can make itself intangible at will. When it does attack, it must fully solidify, so it cannot partially phase through (and ignore) armour like a wraith can. The only time a Glowing Bones can itself be struck is when it is throttling (or perhaps hugging) the life out of a victim, and hence cannot go intangible without freeing its victim. Sorcery or Theism spells blocks or inflicts damage. Glowing Bones is not a spirit per se, and therefore cannot be bound. Glowing Bones when physically defeated will merely crumble into a glittering cloud of dust that disperses, eventually re-coalescing inside its gold sarcophagus days later. The only way to permanently deal with the problem is to locate its resting place and break up the coffer, then scatter the pieces of cursed gold, so that its sustaining radiations are dissipated. Source: Fenix 2021 01
STR 2d4+10+1d10
CON 2d4+10+1d10
SIZ 2d6+6
DEX 12+2d3
INT 2d6+6
D20Hit locationArmor
01-03 Right leg 6
04-06 Left leg 6
07-09 Abdomen 6
10-12 Chest 6
13-15 Right Arm 6
16-18 Left Arm 6
19-20 Head 6
Movement 8 m floating
Natural armor Yes

Non-random features

Ability ***Intangible*** can pass through solid objects unhindered. This includes trying to lift or move objects, unless they use their Telekinesis ability Likewise, they are immune to non-magical damage, although they can injure each other using ‘physical’ attacks.
Ability ***Construct*** Immune to fatigue effects. No detrimental effects of serious and major wounds even though can lose locations. Major Wound to head or chest (choose) will destroy the construct. Require no breath, food, water or any other requirement of life to function. No Willpower skill- immune to any form of mental or emotional domination. (Mythras Core 214-218)
Spirit Ability Eternal - The spirit has Recurring trait (page 138), which enables it to return after being dissipated.

Standard skills

Athletics STR+DEX+3d10 Brawn STR+SIZ+3d10+30 Endurance CON+CON+3d10+30
Evade DEX+DEX+3d10+30 Influence CHA+CHA+3d10+40 Insight INT+POW+2d10+20
Perception INT+POW+3d10+30 Unarmed STR+DEX+3d10+30 Willpower POW+POW+4d10+40

Custom skills

Passion: Hate Lizard folk INT+INT+2d10+30 Passion: Protect Wealth INT+INT+2d10+60

Combat styles


Weapon options

1-handed weapons

Amount: 1
Claws (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 11
Radiation Aura (1)


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Claws 1h-melee 1d3 S S - Bleed,Grip Y Y 0 0 Arms
Radiation Aura ranged 1 - VL - None N Y 0 0 None