Skeletal Mage

Medium-size Undead

Hit Dice:  5d6+3 (20 hp)

Initiative:  +4 (Improved Init.)

Speed:  30 ft.

AC:  12 (+2 natural)

Attacks:  2 claws +2 melee

Damage:  Claw 1d4

Face/Reach:  5ft. by 5ft./5 ft.

Special Attacks:  Spells as 5th level Wizard

Special Qualities:  Undead immunities

Saves:  Fort +1, Ref +2, Will +6

Abilities:  Str 12, Dex 10, Con 0, Int 16, Wis 10, Cha 10

Skills:  Concentration +8, Listen +8, Spellcraft +6

Feats:  Improved Initiative, Combat Casting, Toughness, Empower Spell (Magic Missile), Empower Spell (Burning Hands)

Climate/Terrain:  Any

Organization:  Any

Challenge Rating:  3

Alignment:  Lawful Evil

Advancement:  6-9 HD (Large; 10-15 HD (Huge)

Skeletal Mages, like their warrior counterparts are raised from wizards who died on the field of battle. They are more intelligent and have the ability to cast spells.

Skeletal Mages retain all the equipment they carried in life, including their spellbooks, if they were not stolen before the skeleton was raised.

Combat

Skeletal Mages fight with magic, but will attack with their sharp claws if left no choice. If they find, or are given, a magical item they will make the best use of it.

Undead:  Immune to mind influencing spells, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Immunities:  Skeletal Mages have cold immunity. Because they lack flesh or internal organs they take only half damage from piercing or slashing weapons.

Spells:  Skeletal Mages retain the spells they knew in life and can cast them as a 5th level caster. If the mage was higher level before raised then disregard any higher level spells.