the Jester
Legend
What do you folks think of this one, I'm trying to tune it for a game this week...
Monster Name YELLOW KNIGHT (template)
Yellow Knight is a template that can be added to githyanki only. A yellow knight is almost always seeking those who stole its silver sword.
Size & Type Type changes to undead
Hit Dice: Change to d12; the creature loses any Con bonus it may have previously had.
Initiative: Same as base creature
Speed: Same as base creature
AC: The Yellow Knight gains a +6 natural armor bonus. If it already somehow has a better natural armor bonus, that bonus improves by +2. There is a very good chance that it is now missing its armor, having been looted.
Attacks: A yellow knight gains two melee slam attacks at its full base attack bonus (as per the base creature).
Damage: The yellow knight’s slam attack deals a base 2d4 damage.
Face/Reach: Same as base creature
Special Attacks: Same as base creature, plus weakening gaze, taint, paralyzation
Special Qualities: Same as base creature, plus undead qualities, cold and electricity immunity, DR10/+2, fast healing 3, sword sense
Saves: Same as base creature
Abilities: Add +6 Str, +6 Wis, +6 Cha. As an undead creature, the yellow knight has no constitution score.
Skills: Same as base creature, plus the yellow knight gains a +40 racial bonus to tracking checks made on the astral plane.
Feats: Same as base creature, plus final strike, improved critical (slam), power critical (slam), track, weapon focus (slam), weapon specialization (slam).
Climate/Terrain: Same as base creature
Organization: Usually solitary, but sometimes travels with other githyanki
Challenge Rating: As base creature +2
Treasure: Likely none
Alignment: Same ethics as base creature but always evil
Advancement Range: Same as base creature
Description: A yellow knight is an undead githyanki whose spirit manages to linger, usually because its silver sword has been stolen. A yellow knight looks much like a githyanki, but even more emaciated, gaunt and drawn. It bears the marks of whatever wounds killed it before and its eyes give off yellow smoke. On the astral plane a yellow knight taints the ectoplasmic vapors around it, staining the very plane yellow around it.
Combat: A yellow knight’s equipment has usually been looted, but its formidable slam more than makes up for it. When it encounters the one who stole its sword, a yellow knight will always immediately attack with single-minded ferocity. It attempts to move into melee, using its githyanki psionics liberally to do so.
Weakening Gaze (Su): range 50’; Will save, DC10+1/2 the yellow knight’s HD + the yellow knight’s Cha bonus. A failed save deals 1d6 Str damage (this can only occur once/round, but still check twice per round as normal with a gaze attack).
Taint (Su): The yellow knight’s taint is visible on the astral plane, but even on other planes it is there. Any creature within 5’ of the yellow knight will be affected by it if they fail a Fort save (DC10+1/2 yellow knight’s HD + cha bonus). The taint causes victims a physical and mental fatigue, dealing 2d8 points of subdual damage as well as 1d6 points each of temporary Wisdom and Intelligence damage. Regardless of whether the victim succeeds at this save, the taint power will not affect it again for a day.
Paralyzation (Su): The yellow knight’s slam requires a Fort save, DC10+1/2 the yellow knight’s HD, to avoid paralyzation for 1d6+2 rounds.
Sword Sense (Su): The yellow knight can sense its sword’s current possessor’s name and has a mental image of its face.
Monster Name YELLOW KNIGHT (template)
Yellow Knight is a template that can be added to githyanki only. A yellow knight is almost always seeking those who stole its silver sword.
Size & Type Type changes to undead
Hit Dice: Change to d12; the creature loses any Con bonus it may have previously had.
Initiative: Same as base creature
Speed: Same as base creature
AC: The Yellow Knight gains a +6 natural armor bonus. If it already somehow has a better natural armor bonus, that bonus improves by +2. There is a very good chance that it is now missing its armor, having been looted.
Attacks: A yellow knight gains two melee slam attacks at its full base attack bonus (as per the base creature).
Damage: The yellow knight’s slam attack deals a base 2d4 damage.
Face/Reach: Same as base creature
Special Attacks: Same as base creature, plus weakening gaze, taint, paralyzation
Special Qualities: Same as base creature, plus undead qualities, cold and electricity immunity, DR10/+2, fast healing 3, sword sense
Saves: Same as base creature
Abilities: Add +6 Str, +6 Wis, +6 Cha. As an undead creature, the yellow knight has no constitution score.
Skills: Same as base creature, plus the yellow knight gains a +40 racial bonus to tracking checks made on the astral plane.
Feats: Same as base creature, plus final strike, improved critical (slam), power critical (slam), track, weapon focus (slam), weapon specialization (slam).
Climate/Terrain: Same as base creature
Organization: Usually solitary, but sometimes travels with other githyanki
Challenge Rating: As base creature +2
Treasure: Likely none
Alignment: Same ethics as base creature but always evil
Advancement Range: Same as base creature
Description: A yellow knight is an undead githyanki whose spirit manages to linger, usually because its silver sword has been stolen. A yellow knight looks much like a githyanki, but even more emaciated, gaunt and drawn. It bears the marks of whatever wounds killed it before and its eyes give off yellow smoke. On the astral plane a yellow knight taints the ectoplasmic vapors around it, staining the very plane yellow around it.
Combat: A yellow knight’s equipment has usually been looted, but its formidable slam more than makes up for it. When it encounters the one who stole its sword, a yellow knight will always immediately attack with single-minded ferocity. It attempts to move into melee, using its githyanki psionics liberally to do so.
Weakening Gaze (Su): range 50’; Will save, DC10+1/2 the yellow knight’s HD + the yellow knight’s Cha bonus. A failed save deals 1d6 Str damage (this can only occur once/round, but still check twice per round as normal with a gaze attack).
Taint (Su): The yellow knight’s taint is visible on the astral plane, but even on other planes it is there. Any creature within 5’ of the yellow knight will be affected by it if they fail a Fort save (DC10+1/2 yellow knight’s HD + cha bonus). The taint causes victims a physical and mental fatigue, dealing 2d8 points of subdual damage as well as 1d6 points each of temporary Wisdom and Intelligence damage. Regardless of whether the victim succeeds at this save, the taint power will not affect it again for a day.
Paralyzation (Su): The yellow knight’s slam requires a Fort save, DC10+1/2 the yellow knight’s HD, to avoid paralyzation for 1d6+2 rounds.
Sword Sense (Su): The yellow knight can sense its sword’s current possessor’s name and has a mental image of its face.