Gold-Clad Skeletal Champion CR 4
AC 17, touch 6, flat-footed 17 (+6 armor, –3 Dex, +5 natural, –1 size)
hp 39 each (6d8+12)
Fort +3, Ref +1, Will +6
Defensive Abilities channel resistance +4, light fortification; DR 5/bludgeoning; Immune cold, fire, undead traits
Weaknesses vulnerability to electricity
During Combat The ogres trip opponents, trying to prevent anyone from passing them.
Morale The ogres fight until destroyed.
Str 23, Dex 4, Con —, Int 8, Wis 8, Cha 13
Base Atk +4; CMB +11; CMD 18
Feats Improved Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Climb +7, Intimidate +10, Perception +8
Gear breastplate, halberd
These are guardians left behind by Tar-Baphon—animated ogre skeletons plated in gold from the city’s repeated floods. While the undead remnants of past inhabitants form packs of mindless gold-plated skeletons that aimlessly wander the city’s ruins, Tar-Baphon’s ogres have kept their brutish cunning. These skeletal champions regularly patrol the streets in organized gangs, and two of the ogres are commonly posted to guard a key area from intruders. These ogres have enough intelligence to recognize the bearer of a special key and permit certain NPCs to pass freely, but others will have to battle their way past them.