Blazing Bones

"Dead Wizards are better off left dead."

"I don't raise 'em, I just sell 'em."

"We heard that!"

"Awkward."

Blazing Bones is an Acquired Template that can be applied to any dead spellcaster who has the Contingency spell prepared and who then dies by Fire damage.

Size and Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype.

Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 5) and raise remaining Hit Dice to d12s.

Speed: Unchanged.

Armor Class: Natural Armor Bonus increases by +5.

Attacks: A Blazing Bones retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the Blazing Bones can strike with each of its claw attacks at its full attack bonus.

Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the Blazing Bones size: Diminutive or Fine (1 point), Tiny (1d2), Small (1d3), Medium (1d4), Large (1d6), Huge (1d8), Gargantuan (2d6), Colossal (2d8),

Special Attacks: A Blazing Bones retains none of the base creature’s special attacks. It also gains the following:

Fiery Hands (Su): The Blazing Bones Claw Attack does an additional +1d4 Fire damage.

Hurl Fire (Su): In place of one of it's Claw attacks the Blazing Bones can hurl a bolt of Fire as a Standard Action within 20 feet. It does 2d6 Fire damage and automatically ignites flammable objects or structures.

Firestorm (Su): As a Full Round Action the Blazing Bones can unleash a huge burst of flame centered on it's square, and reaching out to 30 feet away from it. Creatures within this area take 6d6 Fire damage, but get a Reflex Save for 1/2 damage (Save DC is based on the primary casting ability the Blazing Bones had in life). If the Blazing Bones is Grappling it's victim when it uses this Ability, the victim gets no Save. The Blazing Bones can use this ability once every 1d4 Rounds.

Special Qualities: A Blazing Bones loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A Blazing Bones gains the following special qualities:

Fire Absorption (Ex): A Blazing Bones converts all Fire damage to hit points. For example if it takes 5 Fire damage, it instead it heals 5 hit points. Every 8 hit points it heals in this manner increases it's Hit Dice by 1 for purposes of determining it's Base Attack Bonus and Base Saving Throws (and potential Save DC's of Abilities). This lasts until the end of the encounter.

Turn Resistance (Ex): A Blazing Bones has +2 Turn Resistance.

Damage Reduction (Ex): A Blazing Bones has damage deduction 5/bludgeoning.

Water Vulnerability: A Blazing Bones takes 2d4 damage from a bucket of water, or 4d4 damage from a vial of Holy Water.

Saves: Unchanged.

Abilities:
A Blazing Bone’s Dexterity increases by +2, it has no Constitution score.

Skills: Unchanged.

Feats: Unchanged.

Environment: Any, usually same as base creature.

Organization: Solitary.

Challenge Rating: +2

Treasure: None.

Alignment: Always Chaotic Evil.

Advancement: Unchanged.

Level Adjustment: +4