Bazilims
Proud undead guardians, Bazilims are elite minions of necromancers, dark clerics and liches. They are considered by many to be the perfect soldier, without minds of their own, but formidable enough to protect a chamber against a small army.
Bazilims are normal looking skeletons, except for three pieces of gear which grant them magical effects. They carry a long, thin scepter with a small diamond on the end, worth 5,000 gold pieces. They wear a bronze helmet with arcane runes scratched into the metal and with an orange gemstone in the center, worth 500 gold pieces. Finally, they wear a simple iron band around their left ring finger, worth five silver pieces. Each of these items can produce a magical effect, but only for Bazilims. For any other creature these items are little more than decorations, and do not even resonate magic unless they are wielded by a Bazilim. Bazilims may exchange and use each other’s gear freely, though they are still limited by the number of times they can use each effect every day.
A particularly useful aspect of the Bazilims is that they have the ability to take in a soul. In order to do this, the Bazilim in question must be in possession of all three pieces of Bazilim gear (though note that these do not have to be the original pieces that they were created with.) The ritual involved destroys the body of any living creature whose soul is transferred, though Bazilims are unharmed when a soul leaves them. The Bazilim who receives a soul becomes free willed, and acquires the mind of the creature whose soul was transferred into it. Many spellcasters find this ability useful, to preserve their own existence or to give their more skilled living minions a more powerful body. These Bazilims often have class levels, and are considered to be very dangerous. The ritual itself takes only a round to complete, and many desperate spellcasters have used it to make a quick escape.
Medium Undead
Hit Dice: 15d12 (98)
Initiative: +4
Speed: 30 ft
Armor Class: 22 (+4 dex, +8 natural)
Base Attack/Grapple: +10/+13
Attack: Scepter +13/+8
Damage: Scepter (1d8+3)
Space/Reach: 5ft/5ft
Special Attacks: Spell-Like Abilities, Scepter Abilities
Special Qualities: Damage Reduction 5/-, Spell Resistance 24, Crown Abilities, Ring Abilities
Saves: Fort +7, Ref +8, Will +12
Abilities: Str 16, Dex 19, Con -, Int 1, Wis 12, Cha 1
Skills: Spellcraft +5
Feats: Quicken Spell-Like Ability (Hold Person), Quicken Spell-Like Ability (Lightning Bolt), Quicken Spell-Like Ability (Made Armor,) Quicken Spell-Like Ability (Repulsion), Quicken Spell-Like Ability (Confusion)
Environment: Any
Organization: Solitary, Pair of Group (4-7)
Challenge Rating: 10
Treasure: Scepter, Ring and Crown
Alignment: Always Same Alignment as its Creator
Advancement: By Character Class
Level Adjustment: -
All spells are cast as an 18th level wizard.
Spell-Like Abilities: 3/Day-Heat Metal, Confusion
Scepter Abilities: 3/Day-Hold Person, Lightning Bolt 1/Day-Chain Lightning
Crown Abilities: 1/Day-Repulsion, Mage Armor
Ring Abilities: 1/Day-Teleport, Gaseous Form
