Night Touched
A little more backstory:
In my version of the CotSQ, the reason that the followers of the undead drow goddess were able to take the city is not the loss of power of followers of lolth, but a significant increase in the arts of undeath.
Part I of their grand plan in the creation of the night touched, undead/demons that allow them to wrest control of undead from the other factions.
(Part II is that the temple will let them keep it by fueling the creation of undead dragons.)
Night Touched are creatures from Creature Collection II. What follows is a conversion of their stats to 3.5 stats (excepting that I use 3.0 for some details, like facing and spells.) After that is a version made to challenge my wrecking crew of a party: a paragon spell-stitched night touched controller.
Nightborn (Night-Touched)
This is the secret that Kavishella granted that was key to the shifting of power in the city: the night touched (from Creature Collection 2). Night touched controllers gave the cult of Kavishella unprecedented power in claiming control of undead.
Night touched were made under 3.0 rules, and I use 3.5 creature rules except for DR (and that I use the scry skill.) That being the case, I think it is prudent to update them to 3.5. Due to S&SS’s PI policy, names of creatures are PI, so I’ll be renaming these “Nightborn” if it ever becomes an OGC issue. The biggest change was the skills and feats, though I added some clarifications to some abilities.
Night touched:
General Night Touched Qualities:
All night touched share these basic qualities.
Burning Chill Aura (Su): All night touched radiate a 30 foot radius aura of “Burning Cold”. Living creatures in the radius feel alternately seared and chilled. Every round in the area of effect, living creatures must make a fortitude save (DC 10 + ½ HD + Charisma modifier) or suffer 1d6 points of damage. The effects of multiple night touched stack; make a single save for all night touched, but damage is cumulative. Creatures use the lower of their cold or fire resistance versus this effect, but creatures immune to negative energy are not affected (but neither are they healed.)
Aversion to Daylight: Night touch hate light. While exposed to natural daylight (or the equivalent), they suffer a -2 penalty to all attack rolls.
Immunities(Ex): Night touched are immune to fire and cold
Resistances (Ex): Resistance to acid: 10
Telepathy (Su): Can communicate with any creature with a language, range 50 feet.
See in darkness (Su): Night-touched can see perfectly in normal or magical darkness.
Demon’s Blood (Ex): Night-touched are treated as native outsiders of their alignment for the purposes of any spells or effects that target outsiders.
Night-touched controller
Medium Sized Undead
Hit Dice: 8d12
Initiative: +2
Speed: 30 ft.
Armor Class: 18 (+2 Dex, +6 Natural), touch 12, flat-footed 16
Base Attack/Grapple: +4/+6
Attack: claw +6 melee (1d6+2)
Full Attack: 2 claws +6 melee (1d6+2)
Special Attacks: Control, spell-like abilities, summon undead, control undead and outsiders
Special Qualities: Night-touched qualities, undead qualities, summon and control pool.
Saves: Fort +2, Ref +4, Will +11
Abilities: Str 15, Dex 14, Con –, Int 20, Wis 20, Cha 18
Skills: Concentration +15, Hide +13, Knowledge (Arcana) +15, Knowledge (The Planes) +11, Knowledge (Religion) +11, Listen +18, Move Silently +13, Scry +16, Search +16, Spot +18.
Feats: Alertness, Combat Casting, Run
Environment: Any land and underground
Organization: Solitary, Group (2-4)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 9-12 HD (medium-size), 13-18 HD (large)
Level Adjustment: –
Combat:
Undead:
Spell like abilities (Sp): At will - darkness, confusion, and cause disease; 3/day - animate dead. Cast as a sorcerer of the night touched’s HD (DC 14+spell level.) The DC is Charisma based.
Summon/Control Pool (Ex): The controller has a pool of control/summon points (SP) that it can use to summon undead or control undead or outsiders. A controller has 1d4+4 points per HD. Thus a standard night touched has 32+8d4 SP (or an average of 52 SP). The controller recovers all SP after one day.
Summon Undead (Sp): The controller can summon any type of Undead (DMs discretion) by paying 1 SP per HD or CR (whichever is greater). No individual creature can have more than half of the controller’s HD. The undead arrive in 1d10 rounds and serve for one hour or until released. The controller may opt to spend twice as many points to have the creature serve for a day.
Control Undead or Outsiders (Sp): A controller can attempt to control any undead creature or evil outsider in it can see (in its line of sight or via its sense unnatural ability) by spending SP equal to the creature’s HD or CR (whichever is higher.) The creature is allowed a save (DC 18; save is Charisma based), but the controller may try again by expending more SP in subsequent rounds. If the creature fails its save it serves as if dominated, undead immunity to mind affecting effects notwithstanding. The creature serves for an hour, but the night touched may choose to expend twice as many SP to have the effect last for a day.
Sense Unnatural (Su): The controller can sense all undead and outsiders within a number of miles equal to its scry ranks (typically 11.) Three times per day, it may attempt to see any such creature that is senses via this ability by making a scry skill check (DC 10+creature’s HD). If successful, it can view creature as by greater scrying. Further, it may exercise control on the viewed creature as above.
Night-touched hound
Medium-size undead
Hit Dice: 4d12 (26)
Initiative: +7
Speed: 60 ft.
Armor Class: 19 (+3 Dex, + 6 Natural), touch 13, flat-footed 16
Base Attack/Grapple: +2/+5
Attack: bite bite +5 melee (1d6+3)
Full Attack: bite +5 melee (1d6+3)
Special Qualities: Night touched qualities, unshakable scent, closing speed, undead, skills.
Saves: Fort +1, Ref +4, Will +5
Abilities: Str 16, Dex 16, Con –, Int 6, Wis 12, Cha 13
Skills: Hide +7, Listen +11, Move Silent +7, Spot +11, Survival +7*
Feats: Alertness, Improved Initiative
Environment: Any land or underground
Organization: Solitary or pack
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic neutral
Advancement: 5-7 HD (medium sized), 8-10 HD (large)
Level Adjustment:
Closing speed(Ex): If a night touch hound nears its prey that it has tracked for at least 10 minutes, the fervor for the hunt generates a tremendous burst of speed. The hound may take a charge action to move at 10 times its normal movement speed.
Unshakeable scent (Ex): Once a night touched hound has scented out its prey, it will never lose that scent and need make no further checks to track its prey. Only magical means of hiding a scent (such as pass without trace) or aerial or magical transport will allow a victim to evade the night-touched hound who has locked onto it.
Undead traits:
Skills: Night touched hounds have a +2 racial bonus to hide and move silently, a +6 racial bonus to spot and listen, and a +4 racial bonus to survival when tracking by scent.
Paragon Night Touched
These are the real thorns in the sides of the other drow. Guided by her goddesses hand, Xune has brought into being a few paragon controllers that are the extension of her will. These controllers are advanced night touched controllers with the paragon and spell-stitched templates applied.
Paragon Spell-stitched Night-touched controller
Large Undead
Hit Dice: 18d12+216 (432)
Initiative: +16
Speed: 90 ft.
Armor Class: 50 (+8 Dex, +8 Natural, +12 insight, +12 luck), touch 42, flat-footed 42
Base Attack/Grapple: +9/+52
Attack: claw +47 melee (1d8+34)
Full Attack: 2 claws +47 melee (1d8+34)
Special Attacks: Control, spell-like abilities, summon undead, control undead and outsiders
Special Qualities: Night-touched qualities, undead qualities, summon and control pool, DR 20/+6, SR 32, fast healing 20.
Saves: Fort +22, Ref +24, Will +33
Abilities: Str 38, Dex 27, Con –, Int 35, Wis 35, Cha 33
Skills: Concentration +42, Hide +40, Knowledge (Arcana) +40, Knowledge (The Planes) +34, Knowledge (Religion) +34, Listen +45, Move Silently +40, Scry +43, Search +43, Spot +45.
Feats: (7+2) Alertness, Combat Casting, Epic Fortitude, Great Fortitude, Improved Initiative, Improved Combat Casting, Lightning Initiative, Quicken Spell-Like Ability, Run
Environment: Any land and underground
Organization: Solitary, Group (2-4)
Challenge Rating: 22
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 9-12 HD (medium-size), 13-18 HD (large)
Level Adjustment: –
Combat:
Undead:
Spell like abilities (Sp): At will - darkness, confusion, and cause disease; 3/day - animate dead. Cast as a sorcerer of 33rd level. Also use greater dispelling, haste, and see invisibility 3/day at 15th level. All abilities DC 34+spell level. The DC is Charisma based.
Spell like abilities (Spellstitched)(Sp): 3/day - magic missile, 2/day - summon swarm, web, 1/day - circle of death, enervation, evards black tentacles, mage armor, magic jar, mana spear, shadow cloak, wall of force, as sorcerer of 33rd level. DC 34+spell level.
Summon/Control Pool (Ex): The controller has a pool of control/summon points (SP) that it can use to summon undead or control undead or outsiders. A controller has 1d4+4 points per HD. Thus a standard night touched has 32+8d4 SP (or an average of 52 SP). The controller recovers all SP after one day. This controller has average for 18 hd +13 (130).
Summon Undead (Sp): The controller can summon any type of Undead (DMs discretion) by paying 1 SP per HD or CR (whichever is greater). No individual creature can have more than half of the controller’s HD. The undead arrive in 1d10 rounds and serve for one hour or until released. The controller may opt to spend twice as many points to have the creature serve for a day.
Control Undead or Outsiders (Sp): A controller can attempt to control any undead creature or evil outsider in it can see (in its line of sight or via its sense unnatural ability) by spending SP equal to the creature’s HD or CR (whichever is higher.) The creature is allowed a save (DC 43; save is Charisma based), but the controller may try again by expending more SP in subsequent rounds. If the creature fails its save it serves as if dominated, undead immunity to mind affecting effects notwithstanding. The creature serves for an hour, but the night touched may choose to expend twice as many SP to have the effect last for a day.
Sense Unnatural (Su): The controller can sense all undead and outsiders within a number of miles equal to its scry ranks (21.) Three times per day, it may attempt to see any such creature that is senses via this ability by making a scry skill check (DC 10+creature’s HD). If successful, it can view creature as by greater scrying. Further, it may exercise control on the viewed creature as above.
Burning Chill Aura (Su): All night touched radiate a 30 foot radius aura of “Burning Cold”. Living creatures in the radius feel alternately seared and chilled. Every round in the area of effect, living creatures must make a fortitude save (DC 30) or suffer 1d6+13 points of damage. The effects of multiple night touched stack; make a single save for all night touched, but damage is cumulative. Creatures use the lower of their cold or fire resistance versus this effect, but creatures immune to negative energy are not affected (but neither are they healed.)
Aversion to Daylight: Night touch hate light. While exposed to natural daylight (or the equivalent), they suffer a -2 penalty to all attack rolls.
Immunities(Ex): Night touched are immune to fire and cold
Resistances (Ex): Resistance to acid: 10
Telepathy (Su): Can communicate with any creature with a language, range 50 feet.
See in darkness (Su): Night-touched can see perfectly in normal or magical darkness.
Demon’s Blood (Ex): Night-touched are treated as native outsiders of their alignment for the purposes of any spells or effects that target outsiders.