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View Full Version : Some homebrew undead templates [PEACH]



Belial_the_Leveler
2008-02-18, 07:43 PM
The following undead templates are scalable. They are intended to be either played in monster games or to be used as powerful adversaries. In addition, some abilities are open to the DM's or player's choice to allow for customisation.



All greater undead templates can be applied to humanoids of 4 HD or higher. They all start out with the following abilities:

Type: change to Undead, d12 HD, no changing of BAB/saves
Attack: gain slam with damage 1d6+str modifier.
Resistances: electricity 10, immune to cold, immune to destruction/control from turning, +1 turn resistance per 2 levels.
Abilities: +8, +6, +4, +2, +2 arranged at the player's choice (randomly for NPCs).
Special abilities: unique undead gain 8 special abilities from the list below, abilities with stars can be taken more than once up to the number of stars:

DR 5/material and magic**, fast healing 3, +3 natural armor*****, positive/divine energy resistance 5***, +1 move action, +1 dc for Su and spell-like abilities**, +1 hp per HD**, 1 negative level on touch attack***

As unique undead gain levels, they also evolve. Their natural armor increases by 1 per HD gained. They gain a +1 to all abilities per 3 HD (including their starting HD/levels) that doesn't stack with enhancement bonuses. At every 3 levels after 4th, they gain 1 ability from the following list. Abilities can be taken more than once:

1d4 ability drain on touch (choose different ability each time), 2 negative levels on touch, desecration aura 30 ft (range and bonuses stack every time you pick it), 1 at will SLA available to nontemplated undead of their HD or less (choose different SLA each time)



Bloodlord
An improved version of the vampire, bloodlords may start out as fairly normal vampires but quickly become very powerful vampire lords. A vampire lord starts out with children of the night, dominate, alternate form and spider climb. They can enter gaseous form at will. They get a +8 bonus to bluff, diplomacy, listen, spot, search, sense motive and the alertness, combat reflexes, dodge, improved initiative and lightning reflexes feats. They gain the following abilities per level. Unless otherwise indicated, the abilities are at will or constant and supernatural:
05: levitate, as the spell, +1 DR
06: vampiric touch, as the spell, +2 fast healing
07: immune to running water danger
08: immune to repelling from mirrors, staking
09: can tresspass freely, suggestion
10: fly, as the spell, +2 DR
11: telekinesis, as the spell
12: reach vampiric touch, +2 fast healing
13: dominate works on intelligent undead
14: control weather, as the spell
15: cloud charriot, self only, +2 fast healing
16: can use sending to any ally, minion or previously dominated being
17: reach vampiric touch to all living beings within 60 ft
18: control weather 1 mile/level radius, +2 DR
19: can use mass suggestion by speaking
20: immune to sunlight, gaze works as dominate monster
Unlike common vampires, a blood lord's own blood is too strong and kills mortal beings so they don't become vampires unless the blood lord slowly turns the mortal over the course of three days.
The Hunger: A bloodlord has the blood drain ability of vampires. Each day she must consume 6 points of constitution from a humanoid or monstrous humanoid or take 1 negative level (despite the normal undead immunity to negative levels)
Weaknesses: A bloodlord has the normal vampire weaknesses. However, those are slowly overcome as she grows more powerful. Unlike vampires, she is not instantly destroyed by sunlight. Instead, she takes 10d6 holy damage per full round of exposure, half as much for partial exposure. For every 2 levels beyond 4th, she takes 1 die less damage per round and at 20th level she becomes immune.
Unlike vampires, a bloodlord does not need return to a coffin to rest. Should she be destroyed, she reforms at the next sunset even if she's reduced to ash and the ashes scaterred. Only immersing the ashes in holy water prevents the regeneration and only so long as they are still immersed.



Doomknight
A powerful undead combatant, a doomknight overcomes enemies with both physical might and supernatural fear. A doomknight starts out with fear aura 10 ft, fear gaze 30 ft and crushing despair. They get a +8 bonus to intimidate, gather information, listen, spot, climb, balance and the skill focus: intimidate, dodge, mobility, improved toughness and great fortitude feats. They gain the following abilities per level. Unless otherwise indicated, the abilities are at will or constant and supernatural. They also stack:
05: +1 NA, 5% spell failure
06: improved toughness
07: Aura of Weakness (-4 to enemy attacks)
08: +1 NA, 5% spell failure
09: improved toughness
10: Unholy Aura (-4 to enemy saves)
11: +1 NA, 5% spell failure
12: improved toughness
13: +2 DR, PW: stun
14: +1 NA, 5% spell failure
15: improved toughness
16: Fly 100 ft, pass through solid objects
17: +1 NA, 5% spell failure
18: improved toughness
19: +3 DR, finger of death
20: +1 NA, 5% spell failure
A layer of shadow covers the doomknight as it grows stronger, offering improved protection but inhibiting the flow of magical energy. Spell failure applies cumulatively to all spells (but not SLAs) and overlaps with spell failure from armor.
Slayer: Once per 2 days a doomknight must kill a sentient living creature or suffer 1 negative level that persists until the killing is done. Tied to death, doomknights cannot escape their insticts for battle.
Weaknesses: Unlike many other undead a doomknight has no weaknesses other than being harmed by positive energy and being succeptible to turning. A doomknight that is destroyed will reform in 6d6 hours fully healed at the place of death. The only way for a doomknight to be fully destroyed is to be burned in a natural (nonmagical) pyre and the ashes buried in holy ground. Should that ground ever become unhallowed, the doomknight rises again.



Shade
Shades are earthbound spirits that can manifest physical forms. Like ghosts, they can either manifest in their home plane fully or the material partially, becoming incorporeal. Unlike ghosts, they are bound to the prime, not the ethereal. Thus a shade can either be corporeal or incorporeal, not ethereal and incorporeal.
A shade starts out with manifestation, corrupting touch and invisibility. They get a +8 bonus to hide, move silently, bluff, sleight of hand, disguise, balance and the skill focus: hide, dodge, mobility, improved initiative and lightning reflexes feats. They gain the following abilities per level. Unless otherwise indicated, the abilities are at will or constant and supernatural:

05: frightful moan
06: see invisibility, fast healing +1
07: corrupting touch
08: nondetection
09: corrupting gaze
10: see through walls
11: malevolence, fast healing +2
12: total concealment (negated by broad daylight)
13: telekinesis
14: cloak of night (negates true seeing)
15: horrific appearance
16: vision, fast healing +3
17: draining touch
18: shadow walk
19: foresight
20: eye of power (negated by broad daylight)
Ghost powers for a shade work only when he is in his incorporeal form.
Twin existence: Shades cannot remain more than eight hours every day in their physical form. They don't have a hunger like many undead do but as many of their dangerous ghost abilities are active in their incorporeal form and a shadowy appearance usually inspires terror, they don't have the best relations with mortals.
Weaknesses: Shades are weakened by daylight. Their fast healing and some of their abilities don't work in broad daylight. In addition, many of their powers apply only to their incorporeal forms-thus their material forms are weaker.
Shades are difficult to permanently destroy. If one is destroyed, it reforms at the next midnight at the area of death. The only way to prevent this rejuvenation is to hang them in their corporeal form then bury the body in holy ground. Should the body be exhumed or the ground unhallowed, the body discorporates and the shade reforms at the next midnight.