Umbral_Arcanist
2006-09-06, 04:56 PM
The Corrupted
The corrupted were first created when a powerful necromancer cleric of an ancient death god was defeated. The final battle against him was fought in his inner sanctum, shrine to his god. Such profane and vile acts had occurred there that the forces that defeated him hallow the shrine. Those who had fallen to the necromancers foul magic rose 9 days after burial as the Corrupted. Now whenever a Corrupted slays a humanoid the body rises in 9 rounds. The corpse combusts into ash, but the soul of the creature remains, a ghostly blue shadow showing them as they were. The ashes then form a new body. The new body has alabaster skin and ebon hair with crimson eyes. Also formed is their armor and weapon. Corrupted care only about raising more undead, they speak whatever languages they spoke in life.
Template: Unless it specifically stated to change below the creature retains all former abilities.
Size and Type: changes to undead, is medium sized
HD: retains the same number of HD, all changed to d12, can only advance as undead creature.
Speed: speed becomes 30ft
AC: looses any previous natural armor and instead gains a natural armor bonus of (2+ 1/3 HD)
Attacks: looses all attacks and gains solely an with its axe (possibly multiple from BAB)
Damage: their axe deals 1d8 +STR damage with a *4 crit
Special Attacks: the only special attacks a Corrupted has, aside from those from any feats, is the ability to enter a frenzy
Frenzy: 1/day (+1 per 4 HD) a corrupted may enter a frenzy for 9 rounds. They gain +4 to STR and DEX, +20ft speed and their DR improves to magic and cold iron. Entering a frenzy is a free action, can be used once an encounter
Special Qualities: Looses all previous special qualities and gains the following:
DR/fast healing: DR X/cold iron or magic based on the table below and Fast healing as well
HD: DR FH
1-5 -- 0
6-10 10 3
11-15 15 5
16-20 20 8
Abilities: a Corrupted always has the following ability scores; they gain a +2 to STR for every 3 HD and a +2 to DEX for every 5 HD. They gain no free point every 4 HD
STR: 18 INT: 6
DEX: 14 WIS: 14
CON: -- CHA: 16
Skills: as an undead of equal HD, looses all previous skills/skill bonuses
Feats: looses all previous feats, but gains these feats based on HD
1: Improved Init
3: power attack
6: Improved toughness
9: weapon focus (axe)
12: weapons spec. (axe)
15: combat reflexes
18: extra frenzy
Alignment:always evil, generally they keep the law-chaos portion of their alignment.
CR= HD+1
Equipment: Their equipment forms with their new bodies and dissolves when they are destroyed. It gains magical bonuses as they gain power.
Axe: Their only weapon, counts as cold iron for overcoming DR
Has an enhancement bonus equal to 1/4 HD, becomes keen at 8HD, speed at 14 HD and sure-striking at 20 HD. Any being killed by a corrupted's axe rises in 9 rounds as a corrupted unless a remove curse spell or gentle repose spell is cast on the corpse
Armor: is a chain shirt; has an enhancement bonus equal to 1/5 HD becomes mithril at 8 HD, gains an extra +1 at 14 and 20 HD
Shield: gains a heavy steel shield, with a bonus equal to 1/5 HD
Sample Corrupted (10 HD)
Medium undead
HD: 10d12+10 (70 hp)
Speed: 30ft
Initiative: +8
AC: 29 (+6 +2 mithril shirt, +4 +2 shield, +4 DEX, +5 Nat.)
BAB/grapple: +5/ +12
Attack: axe: +15, +2 keen axe; 1d8 + 9 *4
Full Attack: +15, +2 keen axe; 1d8 + 9 *4
Space/reach: 5ft/5ft
Special Qualities: DR 10/magic or cold iron, Fast Healing 3. Frenzy (3 day), undead traits
Saves: --/7/9
Abilities: STR: 24 INT: 6
DEX: 18 WIS: 14
CON -- CHA: 16
Skills: Listen + 15
Spot + 15
CR: 11
Environment: underground
Organization; Groups, usually at least 4, of varying levels of power
Combat: Most begin combat with a frenzy and then charge into the fray heedless of obstacles. They use power attack as much as they can, usually for their entire BAB, lessening the penalty only if they are missing most of their attacks. The rarely use tactics, but often gang up on a single foe, using the flanking bonus to better use power attack.
They are generally found in tombs or caverns beneath the earth, forgotten by the necromancers who created them. They have fallen out of favor with necromancers, as the spells to create them are not widely available and costly. Though some do enjoy the fact they “reproduce” without the necromancer’s interference.
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
I realize this isn't much of a template..... they retain only the number of HD and nothing else, but that seemed the best way to present them. I'd make the fluff a little more specific if i had a specific setting to put them in.
Enjoy!
The corrupted were first created when a powerful necromancer cleric of an ancient death god was defeated. The final battle against him was fought in his inner sanctum, shrine to his god. Such profane and vile acts had occurred there that the forces that defeated him hallow the shrine. Those who had fallen to the necromancers foul magic rose 9 days after burial as the Corrupted. Now whenever a Corrupted slays a humanoid the body rises in 9 rounds. The corpse combusts into ash, but the soul of the creature remains, a ghostly blue shadow showing them as they were. The ashes then form a new body. The new body has alabaster skin and ebon hair with crimson eyes. Also formed is their armor and weapon. Corrupted care only about raising more undead, they speak whatever languages they spoke in life.
Template: Unless it specifically stated to change below the creature retains all former abilities.
Size and Type: changes to undead, is medium sized
HD: retains the same number of HD, all changed to d12, can only advance as undead creature.
Speed: speed becomes 30ft
AC: looses any previous natural armor and instead gains a natural armor bonus of (2+ 1/3 HD)
Attacks: looses all attacks and gains solely an with its axe (possibly multiple from BAB)
Damage: their axe deals 1d8 +STR damage with a *4 crit
Special Attacks: the only special attacks a Corrupted has, aside from those from any feats, is the ability to enter a frenzy
Frenzy: 1/day (+1 per 4 HD) a corrupted may enter a frenzy for 9 rounds. They gain +4 to STR and DEX, +20ft speed and their DR improves to magic and cold iron. Entering a frenzy is a free action, can be used once an encounter
Special Qualities: Looses all previous special qualities and gains the following:
DR/fast healing: DR X/cold iron or magic based on the table below and Fast healing as well
HD: DR FH
1-5 -- 0
6-10 10 3
11-15 15 5
16-20 20 8
Abilities: a Corrupted always has the following ability scores; they gain a +2 to STR for every 3 HD and a +2 to DEX for every 5 HD. They gain no free point every 4 HD
STR: 18 INT: 6
DEX: 14 WIS: 14
CON: -- CHA: 16
Skills: as an undead of equal HD, looses all previous skills/skill bonuses
Feats: looses all previous feats, but gains these feats based on HD
1: Improved Init
3: power attack
6: Improved toughness
9: weapon focus (axe)
12: weapons spec. (axe)
15: combat reflexes
18: extra frenzy
Alignment:always evil, generally they keep the law-chaos portion of their alignment.
CR= HD+1
Equipment: Their equipment forms with their new bodies and dissolves when they are destroyed. It gains magical bonuses as they gain power.
Axe: Their only weapon, counts as cold iron for overcoming DR
Has an enhancement bonus equal to 1/4 HD, becomes keen at 8HD, speed at 14 HD and sure-striking at 20 HD. Any being killed by a corrupted's axe rises in 9 rounds as a corrupted unless a remove curse spell or gentle repose spell is cast on the corpse
Armor: is a chain shirt; has an enhancement bonus equal to 1/5 HD becomes mithril at 8 HD, gains an extra +1 at 14 and 20 HD
Shield: gains a heavy steel shield, with a bonus equal to 1/5 HD
Sample Corrupted (10 HD)
Medium undead
HD: 10d12+10 (70 hp)
Speed: 30ft
Initiative: +8
AC: 29 (+6 +2 mithril shirt, +4 +2 shield, +4 DEX, +5 Nat.)
BAB/grapple: +5/ +12
Attack: axe: +15, +2 keen axe; 1d8 + 9 *4
Full Attack: +15, +2 keen axe; 1d8 + 9 *4
Space/reach: 5ft/5ft
Special Qualities: DR 10/magic or cold iron, Fast Healing 3. Frenzy (3 day), undead traits
Saves: --/7/9
Abilities: STR: 24 INT: 6
DEX: 18 WIS: 14
CON -- CHA: 16
Skills: Listen + 15
Spot + 15
CR: 11
Environment: underground
Organization; Groups, usually at least 4, of varying levels of power
Combat: Most begin combat with a frenzy and then charge into the fray heedless of obstacles. They use power attack as much as they can, usually for their entire BAB, lessening the penalty only if they are missing most of their attacks. The rarely use tactics, but often gang up on a single foe, using the flanking bonus to better use power attack.
They are generally found in tombs or caverns beneath the earth, forgotten by the necromancers who created them. They have fallen out of favor with necromancers, as the spells to create them are not widely available and costly. Though some do enjoy the fact they “reproduce” without the necromancer’s interference.
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
I realize this isn't much of a template..... they retain only the number of HD and nothing else, but that seemed the best way to present them. I'd make the fluff a little more specific if i had a specific setting to put them in.
Enjoy!