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Closet_Skeleton
2007-04-21, 03:18 PM
These are some undead templates I've been working on for a d20 modern campaign setting. They're intended to replace existing undead types and therefore overlap with existing undead. I mainly made them because fantasy undead make little sense in a world based of ours. They're fully DnD compatable however and I thought people might want a look. CR adjustments also need, well, adjusting.


Warder: Warders are animated corpses that guard graves. Draugr, Haugbui, wraiths and wights are common names for warders The Warder template is described below.

Draugr
4th level Strong Ordinary
Medium Undead
Hit Dice: 4d12 (26 hp)
Massive Damage Threshold: None
Initiative: +0
Speed: 20 ft.
Defence: 21 (+3 Class +8 natural)
Base Attack/Grapple: +4/+13

Attacks: Slam +11 melee (1d6+7)
Full Attack: 2 Slams +11 melee (1d6+7)
Face/Reach: 5 ft./5 ft.
Special Attacks: Death Grip
Special Qualities: Damage immunities, DR 15/special, Regeneration, Scent, SR 13, Undead traits.
Saves: Fort +2, Ref +1, Will +0.
Abilities: Str 24, Dex 10, Con -, Int 4, Wis 8, Cha 7.
Skills: Cimb +18, Intimidate +11, Swim +18.
Feats: Combat Throw, Defensive Martial Arts, Power Attack,
Challenge Rating: 4
A draugr is a blackened corpse that guards ancient grave sites.

Combat
Death Grip [Ex]: If the Draugr successfully grapples an opponent it can attempt to suffocate the life from it. For every round that the draugr maintains the pin, the pinned creature must make a fortitude save (DC 17 +2 per round pin has been maintained, creatures with the Endurance feat receive a +4 bonus on their save) or have the life instantly crushed out of them.
Damage Immunities [Ex]: A draugr is immune to cold damage.
Damage Reduction [Su]: Any creature that wins a grapple check against a draugr gains the ability to bypass the draugr’s damage reduction.
Regeneration [Su]: A destroyed draugr regenerates in d3 days. Draugr can be permanently destroyed by consecrating their gravesite.
Scent [Ex]: A draugr can track creatures that enter their gravesite by scent.



additional samples for versatilities sake


Black Dog
Large Animal
Hit Dice: 6d12 (39 hp)
Massive Damage Threshold: -
Initiative: +1
Speed: 25 ft.
Defence: 21 (+1 Dex -1 Size +11 Natural)
Base Attack/Grapple: +4/+19
Attacks: Bite or claw +15 melee (1d8+14)
Full Attack: 2 Claws +15 melee (1d8+14) and Bite +13 melee (1d8+7)
Face/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Damage immunities, DR 15/special, Low-light vision, Regeneration, Scent, SR 13, Undead traits.
Saves: Fort +5, Ref +6, Will +6.
Abilities: Str 33, Dex 13, Con -, Int 1, Wis 12, Cha 6.
Skills: Climb +15, Hide -1, Intimidate +8, Listen +7, Move Silently +3, Spot +4, Survival +2*, Swim +15.
Feats: Alertness, Track, Multiattack, Weapon Focus (Bite)
Challenge Rating: 4
Black Dogs are fearsome beasts said to guard entrances to the underworld as well as magnificent treasures. Black Dogs often appear at crossroads.

Combat

Death Grip [Ex]: If the Black Dog successfully grapples an opponent it can attempt to suffocate the life from it. For every round that the Black Dog maintains the pin, the pinned creature must make a fortitude save (DC 17 +2 per round pin has been maintained, creatures with the Endurance feat receive a +4 bonus on their save) or have the life instantly crushed out of them.
Damage Immunities [Ex]: A Black Dog is immune to cold damage.
Damage Reduction [Su]: Any creature that wins a grapple check against a Black Dog gains the ability to bypass the Black Dog’s damage reduction.
Regeneration [Su]: A destroyed Black Dog regenerates in d3 days. Black Dogs can be permanently destroyed by consecrating their gravesite.
Trip (Ex): A Black Dog that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
Scent [Ex]: A Black Dog can track creatures that enter their gravesite by scent.
Skills: A Black Dog has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks as well as a +4 bonus on swim and climb checks and a +10 bonus on intimidate checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.

Barrow King
Strong 7/Brave 3
Medium Undead
Hit Dice: 10d12 (65 hp)
Massive Damage Threshold: -
Initiative: +0
Speed: 20 ft.
Defence: 34 (+5 class, +7 armour +8 natural +4 shield)
Base Attack/Grapple: +10
Attacks: +2 Longsword +20 melee (1d8+13, 19-20/x2)
Full Attack: +2 Longsword +20/+15 melee (1d8+13, 19-20/x2)
Face/Reach: 5 ft./5 ft.
Special Attacks: Extreme Effort, Death Grip
Special Qualities: Advanced Melee Smash, Against the odds, Damage immunities, DR 15/special, Regeneration, Scent, SR 19, Undead traits.
Saves: Fort +6, Ref +3, Will +4.
Abilities: Str 24, Dex 11, Con, Int 7, Wis 10, Cha 8.
Skills: Climb +7, Intimidate +19, Knowledge (History) +8, Ride +10, Swim +12.
Feats: Archaic Weapon Proficiency, Armour Proficiency (light, medium) Cleave, Great Cleave, Heroic Surge Iron Will, Power Attack.
Challenge Rating: 11
Possessions: +2 Longsword, +2 Chain mail, +2 Large Shield
Barrow Kings are ancient warriors from the early Iron Age. They guard burial sites full of treasure.



Against the Odds [Ex]: The barrow king gains a +3 bonus on action point rolls against creatures with a CR of 15 or higher.
Death Grip [Ex]: If the Barrow King successfully grapples an opponent it can attempt to suffocate the life from it. For every round that the Barrow King maintains the pin, the pinned creature must make a fortitude save (DC 17 +2 per round pin has been maintained, creatures with the Endurance feat receive a +4 bonus on their save) or have the life instantly crushed out of them.
Damage Immunities [Ex]: A Barrow King is immune to cold damage.
Damage Reduction [Su]: Any creature that wins a grapple check against a Barrow King gains the ability to bypass the Barrow King damage reduction.
Regeneration [Su]: A destroyed Barrow King regenerates in d3 days. Barrow Kings can be permanently destroyed by consecrating their gravesite.
Scent [Ex]: A Barrow King can track creatures that enter their gravesite by scent.


Creating a Warder

“Warder” is an acquired template that can be added to any living creature (referred to afterwards as the base creature).
A Warder has all the base creature’s statistics and special abilities except as noted here.
Size and type: The creatures type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Change all current and future HD to d12s.
Speed: Warders move at half the speed of the base creature (minumum 20 ft.) and can only take single move actions. Warders are not slowed by armour and may move at their full speed and use the hide and move silently skills.
Armour Class: A warder has toughened skin and bones, receiving a +8 increase to natural armour.
Attacks: A warder gains slam attacks normal for its size. A medium warder deals 1d6 damage with its slam attacks.
Full Attack: A warder can make 2 slam attacks a round.
Special Attacks: A warder retains all the base creature’s special attacks and gains the following special attacks.
Death Grip [Ex]: A warder that successfully grapples an opponent will attempt to suffocate the life from it. For every round that a warder maintains a pin, the pinned creature must make a fortitude save (DC 10 +warder’s strength modifier +2 per round pin has been maintained, creatures with the Endurance feat receive a +4 bonus on their save) or have the life instantly crushed out of them.
Special Qualities: A warder retains all the base creature’s special qualities and gains those described below.
Damage Immunities [Ex]: A warder is immune to cold damage.
Damage Reduction [Su]: A warder reduces all damage they would otherwise take by 15. Any creature that wins a grapple check against a warder gains the ability to bypass the warder’s damage reduction.
Regeneration [Su]: A destroyed warder regenerates in d3 days. Warders can be permanently destroyed by consecrating their gravesite.
Scent [Ex]: A warder can track creatures that enter their gravesite by scent.
Spell Resistance: A warder has spell resistance equal to its CR +8.
Abilities: Increase from the base creature as follows: +8 Str, -2 Dex, -4 Int and Charisma. As undead warders have no charisma score.
Skills: Same as the base creature. Warders do not lose skills as a result of their decreased intelligence. Warders gain a +10 bonus on intimidate checks and a +4 bonus on swim and climb checks.
Feats: A warder loses any feats he no longer meets the prerequisites for.
Environment: Any, usually same as the base creature.
Organization: Usually solitary. Particularly large sites may contain entire armies of warders.
Challenge Rating: Same as base creature +1
Treasure: Warders tend to guard large amounts of ancient treasure.
Alignment: Warders have an allegiance to their grave sites.
Advancement: Same as base creature.
Level Adjustment: None


Drowned One: A drowned one is the animated corpse of a creature that died of drowning. Drowned ones will animate spontaneously in events of particular magnitude or will be created by necromancers from drowned corpses.

Lacedon
3rd level Tough Ordinary
Medium Undead
Hit Dice: 3d12 (19 hp)
Massive Damage Threshold: -
Initiative: +2
Speed: Swim 60 ft.
Defence: 18 (+2 Class +4 natural +2 dex)
Base Attack/Grapple: +2/+7
Attacks: Claw +5 melee (1d6+3)
Full Attack: 2 Claws +5 melee (1d6+3) and Bite +2 melee (1d4+1)
Face/Reach: 5 ft./5 ft.
Special Attacks: Create Spawn, Deathsong, Improved Grab, Pull Under
Special Qualities: DR 10/piercing, Damage Immunities, Echolocation, Fast Healing 3, Undead traits, Water Element
Saves: Fort +2, Ref +3, Will +1.
Abilities: Str 16, Dex 15, Con -, Int 4, Wis 10, Cha 12.
Skills: Climb +9, Concentration +6, Profession +6, Swim +11.
Feats: Combat Throw, Defensive Martial Arts, Multiattack.
Challenge Rating: 3
Lacedon are fearsome sea dwelling undead who were once sailors in life.

Combat

Create Spawn [Su]: Any creature who drowns while held in a grapple by a Lacedon revives as a drowned one in d10 minutes.
Deathsong [Su]: Lacedons make a haunting whale-like sound as they swim through the water. A Lacedon may sing as a standard action as long it has moved at least 30 ft. through the water. Anyone who manages to hear the song must make a will save vs fear (DC 12). Creatures that pass the save become shaken while creatures that fail the save will attempt to dive into the nearest body of water, making a standard move action per round. This effect lasts for 1d4+1 rounds.
Improved Grab: If a Lacedon hits a medium sized creature with its claw attack then it may attempt a grapple check as a free action.
Pull under [Ex]: If a Lacedon grapples a creature when both the creature and the drowned one are currently in the water. A drowned one can maintain a pin as long as it is in water. While the drowned one maintains the pin it can dive 10 ft. a round, pulling the pinned creature with it. The pinned creature may try to hold his breath as normal and may swim normally if it escapes the pin.
Damage Immunity: Lacedon are immune to cold and fire damage.
Echolocation [Su]: Lacedon have 120 ft. blind-sense while underwater.
Fast Healing [Su]: A Lacedon heals 3 hp worth of damage a round as long as it remains submerged in water. If a Lacedon dives to a depth of 60 ft. below surface level it instead heal 6 hp a round.
Water Element [Ex]: A Lacedon suffers 1d4 points of damage for every round it spends out of water.

Creating a drowned one

“Drowned one” is an acquired template that can be added to any living creature (referred to afterwards as the base creature).
A drowned one has all the base creature’s statistics and special abilities except as noted here.
Size and type: The base creatures type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Change all current and future HD to d12s.
Speed: Drowned ones lose all speeds of the base creature and gain a 60 ft. swim speed. Drowned ones can only make single move actions. Out of water drowned ones can only drag themselves along the ground at a rate of 5 ft. a round.
Armour Class: A drowned one has greasy, hardened skin that provides a +4 increase to natural armour.
Attacks: Drowned ones gain a bite and claw attacks. For a medium creature the bite attack deal 1d4 points of damage and the claw attack that deals 1d6 damage.
Full Attack: A drowned one may make a full attack with its claws and bite.
Special Attacks: A drowned one retains all the base creature’s special attacks and gains the following.
Create Spawn [Su]: Any creature who drowns while held in a grapple by a drowned one revives as a drowned one in d10 minutes.
Deathsong [Su]: Drowned ones make a haunting whale-like sound as they swim through the water. A drowned one may sing as a standard action as long it has moved at least 30 ft. through the water. Anyone who manages to hear the song must make a will save vs fear (DC 10 +1/2 drowned one’s HD + cha modifier). Creatures that pass the save become shaken while creatures that fail the save will attempt to dive into the nearest body of water, making a standard move action per round. This effect lasts for 1d4+1 rounds.
Improved Grab: If a drowned one hits a medium sized creature with its claw attack then it may attempt a grapple check as a free action.
Pull under [Ex]: If a drowned one grapples a creature when both the creature and the drowned one are currently in the water. A drowned one can maintain a pin as long as it is in water. While the drowned one maintains the pin it can dive 10 ft. a round, pulling the pinned creature with it. The pinned creature may try to hold his breath as normal and may swim normally if it escapes the pin.
Special Qualities: A drowned one retains all the base creature’s special qualities and gains those described below.
Damage Immunity: Drowned ones are immune to cold and fire damage.
Damage Reduction [Ex]: Drowned ones gain a DR of 10/piercing.
Echolocation [Su]: Drowned ones have 120 ft. blind-sense while underwater.
Fast Healing [Su]: A drowned one heals 3 hp worth of damage a round as long as it remains submerged in water. If a drowned one dives to a depth of 60 ft. below surface level it instead heal 6 hp a round.
Water Element [Ex]: A drowned one suffers 1d4 points of damage for every round it spends out of water.
Abilities: Increase from the base creature as follows: Str +4, Dex +2, Int –4. As undead drowned ones have no constitution score.
Skills: Same as the base creature. Drowned ones do not lose skills as a result of their decreased intelligence. Drowned ones have a +8 bonus on swim checks due to their swim speed.
Feats: Same as the base creature
Environment: Any, usually same as the base creature.
Organization: Shoal of 3-20.
Challenge Rating: Same as base creature +1
Treasure: Usually none.
Alignment: None
Advanced: Same as base creature.
Level Adjustment: None

I'll add more templates when I write them.