Blazing skeletons, also known as blazing bones,[3] were a variety of skeletons that were usually the animated spirits of those who had died in flames.[4] Some were the result of a contingency, cast for a spell meant to prevent one's death, malfunctioning after the affected individual died from flames.[3]
Description[]
These skeletons were engulfed in an aura of ever-burning flames.[1] Particularly around their shoulders[3], skull,[4] and hands.[3][4] Their bones were usually charred, their eyes glowed like the ends of hot fire pokers,[4] and they had clawed hands.[1]
Personality[]
Blazing skeletons were constantly tormented by their flames. Because of this they were filled with a hatred for life and happiness.[3] Thus, when left to their own devices, they sought to burn anything they came across and destroy the living,[4] as doing so would momentarily lessen their pain.[3]
Blazing skeletons could never be directly controlled by their creators, but could be compelled to not attack them and to remain within a certain area of structure. They were often known for taunting or threatening their adversaries, which came out in a roar of crackling words.[3]
Abilities[]
Blazing skeletons were impervious to harm from fire-based spells and abilities,[3][4] with some even being augmented by flames.[3] They were impervious to charm, hold, and sleep, spells.[3][4] They could be harmed to some extent by water, especially holy water, though alcoholic liquids had no harmful effect on them.[3]
Blazing skeletons were capable of hurling head-sized balls of flame.[1][3] Their flames cleanse disease causing germs and were especially harmful to "cold" undead, such as ghouls, liches, vampires, and wights.[3]
Those who were priests or wizards in life who reanimated due to a contingency spell going awry had the unique ability to collapse their bodies and turn into a whirlwind of bones and flames. This was best described as acting like a fireball, erupting from where they stood and expanding to a 30 feet (9.1 meters) radius sphere.[3]
Combat[]
These skeletons preferred to fight their enemies from afar, hurling balls of flame, but if necessary they would fight with their clawed hands.[1]
History[]
In 1367 DR, these skeletons could be found guarding the armory of the Citadel of the Riders.[5]
Following the Spellplague, blazing skeletons could be found in Gauntlgrym[6] and beneath the ruins of Cragmire Keep, inside the Cragmire family's crypts.[7] They could also be found within the Shadowfell's reflection of Mount Hotenow,[8] following its Prime Material counterpart's eruption in 1451 DR.[9] They were also deployed in the mines of Tethyamar by the Banite Rezlus and his Zhentarim forces.[10]
Ecology[]
Habitats[]
These skeletons could occasionally be found in Avernus.[11]
Relationships[]
Blazing skeletons typically avoided associated with other undead if they could help it, even other blazing skeletons.[3]
There were some cases of evil archmages or high priests deliberately creating blazing skeletons to act as guardians. In one case they were known to be used as a walking garbage-furnace by an archmage.[3]
Usages[]
The clawed hand of a blazing skeleton could be used as a form of undead graft. These granted the one they were grafted to a slight resistance to fire, a fiery fist, and the ability to throw small orbs of flame.[12]
Trivia[]
Blazing skeletons were one of the types of undead that could be linked to an area affected by the wardmist spell to act as guardians.[13][14]
Appendix[]
This article is incomplete. You can help the Forgotten Realms Wiki by providing more information. |
See Also[]
Appearances[]
Adventures
Video Games
Miniatures
Organized Play & Licensed Adventures
Gallery[]
References[]
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Mike Mearls, Stephen Schubert, James Wyatt (June 2008). Monster Manual 4th edition. (Wizards of the Coast), pp. 234–235. ISBN 978-0-7869-4852-9.
- ↑ Monte Cook (2001). Return to the Temple of Elemental Evil. (Wizards of the Coast), p. 157. ISBN 0-7869-1843-8.
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 3.17 3.18 David Wise ed. (December 1994). Monstrous Compendium Annual Volume One. (TSR, Inc), p. 18. ISBN 156076838X.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 Monte Cook (2001). Return to the Temple of Elemental Evil. (Wizards of the Coast), p. 158. ISBN 0-7869-1843-8.
- ↑ Ed Greenwood (1993). Volo's Guide to the North. (TSR, Inc), pp. 71–72. ISBN 1-5607-6678-6.
- ↑ Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). Neverwinter Campaign Setting. Edited by Tanis O'Connor. (Wizards of the Coast), p. 128. ISBN 0-7869-5814-6.
- ↑ Cryptic Studios (June 2013). Neverwinter. Perfect World Entertainment.
- ↑ Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). Neverwinter Campaign Setting. Edited by Tanis O'Connor. (Wizards of the Coast), p. 211. ISBN 0-7869-5814-6.
- ↑ Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). Neverwinter Campaign Setting. Edited by Tanis O'Connor. (Wizards of the Coast), p. 206. ISBN 0-7869-5814-6.
- ↑ Bedlam Games (May 2011). Designed by Stuart Wheeler. Dungeons & Dragons: Daggerdale. Atari.
- ↑ Rob Heinsoo, et al. (April 2010). The Plane Above. Edited by Cal Moore, et al. (Wizards of the Coast), p. 69. ISBN 978-07869-5392-9.
- ↑ Bruce R. Cordell, Eytan Bernstein, Brian R. James (January 2009). Open Grave: Secrets of the Undead. (Wizards of the Coast), p. 51. ISBN 0786950692.
- ↑ Ed Greenwood (1993). Volo's Guide to the North. (TSR, Inc), p. 227. ISBN 1-5607-6678-6.
- ↑ Ed Greenwood (1994). Volo's Guide to the Sword Coast. (TSR, Inc), p. 230. ISBN 1-5607-6940-1.