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Skulltaker Creature18

Uncommon NE Huge Undead

Senses Perception +33; darkvision, true seeing

Languages Necril; Skeletal Lore languages

Skills Acrobatics +34, Intimidation +35, Religion +30, Skeletal Lore +30, Stealth +32

Str +8, Dex +6, Con +6, Int +2, Wis +8, Cha +7

Skeletal Lore (divination, divine) A skulltaker taps into the memories of the creatures whose bones make up its body. This gives it the Skeletal Lore skill, which it can use to Recall Knowledge of any kind. In addition, it can speak and understand all the languages known by the creatures whose bones make up its body (typically including Common and the regional language of the skulltaker?s home region). The skulltaker can use Skeletal Lore as the primary skill check for the legend lore ritual, and it can cast legend lore without secondary casters.

AC 42; Fort +31, Ref +33, Will +35; +1 status to all saves vs. positive

HP 300; Immunities cold, death effects, disease, paralyzed, poison, unconscious; Resistances piercing 15, slashing 15

Shard Storm (air, aura, divine, necromancy) 10 feet. A cloud of bone shards surrounds the skulltaker. When a creature moves into the emanation or begins its turn there, shard storm attempts to counteract any death ward effect on the creature (+30 counteract modifier) and then deals 4d6 slashing damage and 4d6 negative damage to the creature, with a DC 40 basic Reflex save.

Speed 30 feet, fly 60 feet

Melee [one-action] jaws +35 (deadly 2d12, magical, reach 10 feet), Damage 3d10+14 piercing plus 3d6 negative and energy drain

Melee [one-action] claw +35 (agile, deadly 2d12, magical, reach 15 feet), Damage 3d6+14 slashing plus 3d6 negative and energy drain

Ranged [one-action] bone javelin +33 (magical, thrown 100 feet), Damage 3d8+6 piercing plus 3d6 negative

Divine Innate Spells DC 40; 8th finger of death (-2), horrid wilting (-2), punishing winds (-2); Constant (6th) true seeing

Divine Rituals DC 40; legend lore

Bonetaker (divine, necromancy) Whenever a creature dies within 60 feet of a skulltaker, the skulltaker draws a portion of the creature’s bones into its shard storm. The creature must succeed at a DC 40 Will save or rise as a skeletal champion in 1d4 rounds. These skeletal champions are controlled by the skulltaker.

Energy Drain (divine, necromancy) When a skulltaker hits with a melee Strike, the target must succeed at a DC 40 Fortitude save or become drained 2 and doomed 1.

Splintered Ground [one-action] The skulltaker causes splintered bones to erupt from all solid surfaces in a 100-foot emanation, except for surfaces of worked stone. A creature moving through the bones takes 10 piercing damage and 10 negative damage for every 5 feet of movement. The first time each round a creature takes piercing damage from these splintered bones, it must succeed at a Reflex save or take a -10-foot circumstance penalty to all Speeds for 10 minutes, or a -15-foot circumstance penalty for 24 hours on a critical failure. The bones remain in place until the skulltaker uses this action again or the bones are manually removed, which takes 10 minutes for each 5-foot square.


Swirling down from misty peaks and through howling mountain passes like an evil wind, the vortex of bones known as a skulltaker is a terrible manifestation of the delirium and agony experienced by doomed climbers and lost trailblazers just before they met their end. In some places, a skulltaker is also known as a saxra.

Section 15: Copyright Notice

Pathfinder Bestiary (Second Edition) © 2019, Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, Leo Glass, Thurston Hillman, James Jacobs, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Tim Nightengale, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Jeffrey Swank, Jason Tondro, Tonya Woldridge, and Linda Zayas-Palmer.

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