(originally published in
Book of Sorrows, p. 101f)
Fluff can be found on the Kargatane website, archived in the Wayback Machine:
http://web.archive.org/web/20030827041843/http://kargatane.com:80/sorrows/bayou.shtmlUncle Skeleton (CR 6)Medium Fey
Alignment: Often chaotic neutral
Initiative: +3 (+3 Dex)
Senses: low-light vision, Listen +12, and Spot +15
Languages: Common and Sylvan, often additional ancient languages
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AC: 19 (+3 Dex, +4 deflection, +2 natural), touch 17, flat-footed 16
Hit Dice: 9d6+9 (34 hp)
Fort +3, Ref +9, Will +9
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Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +4
Attack: Claw +7 melee
Full Attack: 2 claws +7 melee
Damage: Claw 1d6
Special Attacks/Actions: spell-like abilities, spells, maneuvers
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Abilities: Str 10, Dex 17, Con -, Int 18, Wis 17, Cha 19
Special Qualities: DR5/bludgeoning, spell resistance 12, undeadish
Feats: Improved Toughness, Martial Study (Shadowhand - Shadow Jaunt), Mentor (Criminal), Weapon Finesse
Skills: Balance +5, Bluff +16, Concentration +16, Diplomacy +8, Hide +15, Intimidate +6, Jump +2, Knowledge (nature) +5, Knowledge (religion) +5, Listen +13, Move Silently +15, Perform (buffoonery) +16, Sense Motive +15, Sleight of Hand +17, Spot +15, Tumble +15
Advancement: 10-16 HD (Medium)
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Climate/Terrain: Any subtropical to tropical
Organization: Solitary
Treasure/Possessions: Standard
Spell-like abilities (Sp): at-will - speak with dead, 1/week - animate dead. Caster level 9th.
Spells: An Uncle Skeleton casts spells as a 9th level Bard.
Spells per day: 3-4/4/2
Spells known:
0 - Dancing Lights, Detect Magic, Ghost Sound, Mage Hand,
Mantissa's Banana Peel, Prestidigitation
1st - Charm Person, Expeditious Retreat, Grease, Hideous Laughter
2nd - Alter Self, Glitterdust, Minor Image, Mirror Image
3rd - Confusion, Fear, Haste
Undeadish (Ex): Despite the fact that they are not undead, Uncle Skeletons have some powers and weaknesses that resemble those of the living dead.
Uncle Skeletons are immune to poison, sleep effects, paralysis, stunning, disease, and death effects.
They are not subject to critical hits, nonlethal damage, ability drain, or energy drain. They are immune to damage to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
Uncle Skeletons are explicitely not immune to mind-affecting effects.
Uncle Skeletons cannot be turned, but may be held at bay by a good holy symbol presented with conviction. A vial of holy water inflicts 2d4 points of damage if splashed on an Uncle Skeleton. They are healed by negative energy and hurt by positive energy, as if they were undead.
Furthermore, for reasons that are not quite clear, uncles may not approach within 30' of a large constricting snake, such as a python, boa, or anaconda.
Maneuvers: Uncle Skeletons use, ready and recover maneuvers like a 1st level Crusader (Tome of Battle) with an effective initiator level of 4. They have access to three disciplines out of the following selection:
Border of Life,
Dancing Fox,
Fallen Anvil,
Oncoming Storm, Shadow Hand and
Star Dream.
They know and ready 5 1st level maneuvers and have access to a single 1st level stance.