Skelenquin

Wondrous item (skeletoy), common

Skeletoys are objects that Underhell fiends use as their monstrous tools. Most of them are made up primarily of spinal columns and skulls, but other configurations also occur. Generally, mortals can’t use one of these items effectively unless they trick the skeletoy into believing they are fiends or acting under the direct orders of fiends; in such a case, the item will not oppose them until it realizes the truth. All skeletoys obey any fiend who commands them, or a minion acting on that fiend’s behalf. In case of conflicting commands, the skeletoy obeys the highest-ranking individual to give a command. All skeletoys have the same special purpose: to further the fiendish invasion and protect all Archlords.

This narrow platform is composed of two 10-foot poles of spinal columns and femurs lashed together with wiggling sinew supporting a seat of cradling arms and shoulder blades, similar to a palanquin or sedan chair. From the front and back of each bar extends a pair of skeletal legs that allow the skelenquin to walk and carry riders. To control the skelenquin, you must touch it and speak a command word. Until another creature speaks the command word, you control it like a mount or command it if it can understand you (no action). The skelenquin has a walking speed of 50 feet and can carry up to 600 pounds without slowing. A creature riding atop it can use it as a mount, using the skelenquin’s speed instead of its own.

You can send the skelenquin to travel alone to a destination within 1 mile of you if you speak the command word, name the location in a language the skelenquin understands, and are familiar with that place. Whenever the skelenquin is within 1 mile of you, when you speak another command word, the skelenquin travels at its walking speed to your location as though summoned.

The skelenquin is a Large object with Armor Class 15, 30 hit points, and immunity to poison damage.

Sentience. The skelenquin is a sentient neutral evil wondrous item with an Intelligence of 5, a Wisdom of 10, and a Charisma of 5. It has hearing and darkvision out to a range of 90 feet.

The skelenquin can communicate through emotional impulses with any creature touching it and can speak, read, and understand Abyssal and Infernal.

If the skelenquin opposes you when you command it to move you, it moves with intentional clumsiness, forcing any creature atop it to succeed on a DC 13 Dexterity saving throw or fall off, landing prone adjacent to the skelenquin at any point during its movement.

Personality. A skelenquin is stupid and servile. A creature that the skelenquin can understand can trick the skelenquin into serving it without conflict until the next dawn with a successful DC 12 Charisma (Deception) or Intelligence (Arcana) check as an action so long as it is not obviously going against the skelenquin’s primary purpose. On a failed check, that creature can’t make the attempt again until the next dawn and any other non-fiend has disadvantage on attempts to use the same skill to influence that skelenquin.

When not controlled, a skelenquin moves in search of the nearest fiend.

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