The * Frilond * Campaign
Bloody Bones

Polyhedron Newszine was once a publication of the Role-Playing Game Association (RPGA) and featured lots of material primarily devoted to TSR games. The following converted monster appeared in Bob Blake’s adventure “Llywelyn's Tomb,” from issue 18 (1984).

This creature resembles a human skeleton clad in fine-textured, heavy robes of a black, charcoal grey. The bones are a deep red, as if dipped in blood; the eye sockets are jet black.

Bloody bones are undead monsters from the Nine Hells, summoned by evil clerics to aid in protecting evil shrines from the depredations of good clerics. Bloody bones are of two types: weaker minions and the more powerful masters.

Bloody Bones Lore

Characters with ranks in Knowledge (the planes) or Knowledge (religion) can learn more about bloody bones. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DCResult
16Bloody bones are a form of extraplanar undead, summoned to guard evil shrines.
21There are two types of bloody bones: the weaker minions and the more powerful masters.
26The very presence of a master bloody bones makes all undead in the vicinity stronger.
31A master bloody bones is weakened by the loss of its minions.

Strategies and Tactics

Masters typically deploy their minions to guard the periphery of the shrine. If any intruders approach, the minions engage them so that the master may assess their strength. If the interlopers prove too strong for the minions to handle, the master commands the minions to use dimension door and hit-and-run tactics to lure intruders toward the dark heart of the evil shrine, where the master, the minions, and any other undead lie patiently in wait.

In battle the bloody bones attack with iron-hard, rending claws suffused with negative energy. They use this energy to heal damage; they use their dimension door ability to keep intruders confused and on the move.

Sample Encounter

Typically, PCs on the Material Plane will only encounter bloody bones as summoned guardians.

Infernal Guard (EL 11): A typical force called from the Nine Hells consists of a single master bloody bones and six minions.

Ecology

Over time, the master bloody bones often draws all undead within a 20 mile radius to its service. Once installed in an evil area, the bloody bones uses its desecrating aura to exert influence on any undead therein. The strength of the master is directly dependent upon the number of its minions; the loss of each minion diminishes the strength of the master.

Environment: Bloody bones are native to the Nine Hells of Baator, though they are most commonly encountered acting as guards to evil shrines on the Material Plane.

Typical Physical Characteristics: Typical minions stand between 5 and 6 feet tall. Typical master are over 8 feet in height.

Bloody Bones, Minion CR 4

Bloody bones

Bloody bones illustration by Roger Raupp from Polyhedron 18 copyright © 1984 by TSR. Used without permission.

Always LE Medium undead (extraplanar)

Init +7; Senses see in darkness; Listen +4, Spot +4

Languages Infernal

AC 21, touch 13, flat-footed 18; Dodge
(+3 Dex, +8 natural)

hp 19 (3 HD); DR 10/bludgeoning and good

Immune cold; undead traits

Resist turn resistance +2; SR 15

Fort +1, Ref +4, Will +4

Spd 30 ft. (6 squares); dimension door

Melee 2 claws +4 (1d6+3 plus 1d4 negative energy)

Space 5 ft.; Reach 5 ft.

Base Atk +1; Grp +4

Atk Options negative energy

Abilities Str 16, Dex 16, Con –, Int 10, Wis 10, Cha 12

SQ master link

Feats Dodge, Improved Initiative

Skills Hide +9, Intimidate +5, Listen +4, Move Silently +9, Spot +4

Advancement 4–5 HD (Medium)

Dimension Door (Su) A bloody bones minion can teleport anywhere as dimension door (caster level 7th), once per round as a swift action. The ability affects only the minion, which never appears within a solid object and can act immediately after teleporting.

Master Link (Su) A bloody bones minion has a special connection to its master. A minion has an empathic link with its master out to a distance of up to 1 mile. The master cannot see through the minion’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the master has the same connection to an item or place that his minion does.

A minion can also attempt to rebuke or command undead on behalf of the master. Should the master choose to channel negative energy through one of its minions, that minion can then make a turning attempt just as the master could. Each such attempt uses all of the master’s modifiers and counts against the master’s total rebuke attempts for the day.

Should a minion’s master be slain on the Material Plane, all associated minions are immediately returned to the Nine Hells.

Negative Energy (Su) The claw attacks of a bloody bones minion deal +1d4 points of negative energy damage in addition to normal damage. Undead are healed by this negative energy, so the minion can heal 1d4 points of damage by using touch attacks against itself or other undead.

See in Darkness (Su) A bloody bones minion can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Bloody Bones, Master CR 8

Always LE Large undead (extraplanar)

Init +5; Senses see in darkness; Listen +17, Spot +17

Aura desecrating

Languages Infernal

AC 20, touch 9, flat-footed 20; Dodge, Mobility
(-1 size, +1 Dex, +10 natural)

hp 93 (11 HD); DR 15/bludgeoning and good

Immune cold; undead traits

Resist turn resistance +2; SR 19

Fort +5, Ref +8, Will +12

Spd 30 ft. (6 squares)

Melee 2 claws +14 (1d8+10 plus 1d6 negative energy)

Space 10 ft.; Reach 10 ft.

Base Atk +5; Grp +17

Atk Options negative energy

Special Actions rebuke undead 7/day (+4, 2d6+15, 11th)

Abilities Str 26, Dex 13, Con –, Int 12, Wis 16, Cha 18

SQ limited domain, minion link

Feats Dodge, Improved Initiative, Lightning Reflexes, Mobility

Skills Hide +11, Intimidate +18, Listen +17, Move Silently +15, Spot +17

Advancement 12–22 HD (Large)

Desecrating Aura (Su) A master bloody bones gives off a 20-foot radius emanation of utter desecration, imbuing its surroundings with negative energy. This ability works much like a desecrate spell, except that master’s evil is so great that it is treated as the shrine of an evil power. All undead within 20 feet of the master (including the creature itself) gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. (The master’s Hit Dice, attack, and save entries given here include these profane bonuses.) Charisma checks made to turn undead within this area take a -6 penalty.

A master’s desecrating aura cannot be dispelled except by a dispel evil spell or similar effect. If the effect is dispelled, the master can resume it as a swift action on its next turn. Its desecrating aura is suppressed if the master enters a consecrated or hallowed area, but the master’s presence also suppresses the consecrated or hallowed effect for as long as it remains in the area.

Limited Domain (Ex) When encountered on the Material Plane, the realm of a master bloody bones encompasses only the area of the evil shrine it is summoned to guard. The area can be no larger than 100 feet + 10 feet per caster level of the one who summoned it. The bloody bones can wander freely in its area, but cannot move beyond the precincts of the designated area.

Minion Link (Su) A bloody bones master has a special connection to its minions. The master has an empathic link with its minions out to a distance of up to 1 mile. The master cannot see through the minion’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the master has the same connection to an item or place that his minion does.

A master can also channel negative energy through one of its minions, allowing that minion to attempt to rebuke or command undead just as the master could. Each such attempt uses all of the master’s modifiers and counts against the master’s total rebuke attempts for the day.

Should one of the minions be killed, the master immediately gains one negative level. This loss cannot be regained until the master returns to the Nine Hells and gains a replacement minion.

Negative Energy (Su) The claw attacks of a bloody bones master deal +1d6 points of negative energy damage in addition to normal damage. Undead are healed by this negative energy, so the master can heal 1d6 points of damage by using touch attacks against itself or other undead.

Rebuke Undead (Su) A bloody bones master can rebuke or command undead as a cleric of the same level as the master’s HD.

See in Darkness (Su) A bloody bones master can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Society

Bloody bones have no society of their own, and exist only as servitors within the infernal hierarchy.

Alignment: Bloody bones are always lawful evil.

Typical Treasure

Neither a master nor its minions have any interest in treasure, though the shrine they guard may contain wealth in the form of infernal offerings.

For Player Characters

Bloody bones may be summoned to the Material Plane using a specialized spell.

Summon Bloody Bones

Conjuration (Calling) [Evil, Lawful]

Level: Cleric 8

Components: V, S, M, DF, XP

Casting Time: 10 minutes

Range: Close (25 ft. + 5 ft./2 levels)

Effect: One called master bloody bones and 6 minions

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

As the blood drops to the floor, you hear a distant, baleful moaning as a master bloody bones and six minions are called up from the depths of hell to guard an evil shrine.

This spell can only be cast within 20 feet of an altar, shrine, or other permanent fixture dedicated to your evil deity or aligned higher power. By casting this spell, you request your deity to send you a master bloody bones and six minions to guard this profane space for one year.

The master and its minions will act as diligent guards during their watch, but they are under absolutely no obligation to render any additional services to you during their time on the Material Plane.

At the end of the year of service, the creatures return to the Nine Hells.

Material Component: Seven drops of blood from a good creature and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.

XP Cost 300 XP.