Durth: Lord Skullmancer and The Skelenoids

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Remember Not Skeletor. If you go back to early posts on Durth, crazy Saturday morning cartoons are one of the inspirations. The two biggest ones are Thundarr the Barbarian and He-Man. This leads us to our first epic villain, Lord Skullmancer.
Lord Skullmancer is an insane and powerful lich, necromancer and super science sorcerer. He rules the Dead Realm from Black Skull Mountain Fortress (carved in his own likeness by slaves) with his army of Skelenoids. He’s always messing around with some forbidden arcane tome or an insane bit of alien technology. Or to put it more simply he’s lich with freaking laser beams.

Skelenoid Grunt
Armor Class: 6[13]
Hit Dice: 2
Attacks: Laser-Staff (1d6+1) Range 60 feet can also be used in melee
Total Attack Bonus: +2
Saving Throw: 16
Move: 12
HDE/XP: 3/60
Special: Immune to poison, illusions, fear, charm, and mind control.

The shock troops and minions of Lord Skullmancer.

The Dead Realm is blasted, twisted, and barren. An eternal storm keeps the land is state of twilight constantly. No living creature calls the Dead Realm home. This is the land of the restless dead.
Special Rules for the Dead Realm:
Clerics cannot Turn Undead here.
Any character who dies cannot be brought back. Instead they are turned into an undead. The GM determines what type based on the character’s level. Low-level characters should be zombies. Higher level should be more powerful undead.

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