Detonation. Upon reaching 10 or fewer HP, the Blackguard will instinctively chomp on it's fuse, priming it for detonation, at the end of its next turn, it will detonate, triggering whatever payload lays within it's chest cavity. Once triggered, it can only be stopped by a creature taking an action to make a succesful DC 10 Dex check.
Bomb. Each creature in a 10 foot radius must make a DC 13 Dex save or take 3d6 fire damage, halved on a succesful save.
Flask. Creates a 15 foot square centered on the skeletons location of flaming oil, dealing 5 fire damage to each creature that starts it's turn within the space, the oil burns out after 2 rounds.
If a Necromancer commands these particular undead, he can command them to trigger this effect as a part of a command.
Hidden Death. Any creature trying to descern the nature of a Blackguard Skeleton must make an Intelligence (investigation) check at against a DC 16, or the creators Spell save DC, whichever is higher.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Description
This unique Skeleton, enhanced by Tensa Gamore to serve as her elite guards, is modified using mundane means to avoid drawing unneeded attention from Detect Magic and similar spells, leaving the main means of divining their locations to be spells that detect alignments, or more specific abilities.
Black cloaks from head to toe, with white expressionless masks covering their faces obscure the skeletal form hidden beneath. Joints and bones wrapped in wax sealed cotton wadding to muffle any rattling or clattering. A rack of small bottles filled with oil or for the more wealthy necromancer, a bomb, can be affixed in the chest cavity of the skeleton, with the fuse leading up through the throat of the Skeleton and out through the mouth. A small flint and tinder sits affixed inside the mask that can be triggered by a hard bite to ignite the fuse.
Additional costs to create this unit
150 gp if you choose to add a bomb
or 1 sp per oil flask affixed, the chest cavity has enough room to carry 5 oil flasks.
10 gp for the ignition masks
1 gold for well made, full coverage robes
5 silver for the wadding and wax wrappings
This equipment will likely be destroyed in the case of a detonation, making that a last resort for any economy wise Necromancer.
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