Hi everyone,
I'm playing a nuetral alignment negative energy cleric and have used desecrate+animate dead (6th level caster so up to 24HD creation) to change a cyclops corpse into a bloody skeleton. By RAW, the bloody skel creation cost for a 10HD cyclops is 2x(HD)=20HD, which is within the casting limit. Additionally, it only counts as 10HD for control.
Noting that a bloody skel cyclops has DR5 blunt, fast healing 5, AC22, 65HP, and is deathless (regenerates from death unless actually killed by positive energy), it is almost impossible to kill at our CR level. Additionally, it has a +12 to hit and does 3d6+7 damage with its Great Axe so it can slowly chop away at most anything.
By RAW, it is legal but the actual game effect has been a bit overwhelming for my DM and has been a bit unbalancing for the party. Have I done everything right, or is there any errata out there affecting bloody skeletons and/or animate dead?
If not, the bloody skel template is on a whole seperate level from the other "special" skel types, mainly bacause it ramps with HD (DR and fast healing) and the others don't.
My DM is about to home rule it and all other special skels into non-existance by making them 4x(HD)to create, but before he does I'd like to find out whether I screwed something up or if it is just unbalanced (can we say "optimization") in the rules.
Bel