Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Aspects of the Four Horseman
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="quigsworth" data-source="post: 1733287" data-attributes="member: 11369"><p>I created these guys for my campaign. To sum up the back story a lich has harnessed the powers of an eldritch engine and created four powerful undead.</p><p></p><p><strong>Aspect of Death</strong></p><p><strong>Medium Undead</strong></p><p><strong>Hite Dice:</strong> 16d12 (104)</p><p><strong>Initiative:</strong> +4</p><p><strong>Speed: </strong> 30ft., 40ft. fly (good), base speed 40ft, 50ft. fly</p><p><strong>Armor Class:</strong> 26 (+4 Dex, +7 +2 breastplate, + 5 Natural) touch 14, flat-footed 22</p><p><strong>Base Attack/Grapple:</strong> +8/+13</p><p><strong>Attack: </strong> +2 scythe +16 (2d4 +7)</p><p><strong>Full Attack: </strong> +2 scythe +16/+11 (2d4+7)</p><p><strong>Space/Reach: </strong> 5ft. /5ft</p><p><strong><strong><strong>Special Attacks:</strong> Death touch, the dead shall rise</strong></strong></p><p><strong><strong><strong>Special Qualities:</strong></strong> +4 turn resistance, Aura of Desecration, damage reduction 10/ bludgeon and magic, Darkvision 60 ft., immunity to cold, electricity, polymorph, and mind effects, spell-like abilities, SR 23, undead traits.</strong></p><p><strong><strong>Saves: </strong> Fort +4 Ref +8 Will +11</strong></p><p><strong><strong>Abilities: </strong> Str 20 Dex 18 Con - Int 17 Wis 17 Cha 20</strong></p><p><strong><strong>Skills: </strong> Concentrate +12, Heal +15, Intimidate +17, Knowledge (any two) +15, Spot +15, Spellcraft +15</strong></p><p><strong><strong>Feats: </strong> Quickened Spell-like Ability (Vampiric touch), Weapon Focus (scythe), Combat Expertise, Improved Trip, Power Attack</strong></p><p><strong><strong>Environment</strong>: Any</strong></p><p><strong><strong>Organization:</strong> Solitary plus (1d6 medium skeletons, 1d6 medium zombies, 1d2 ghouls)</strong></p><p><strong><strong>Challenge Rating: </strong> 12</strong></p><p><strong><strong>Treasure:</strong> Standard plus +2 breastplate and +2 scythe</strong></p><p><strong><strong>Alignment:</strong> Always neutral evil</strong></p><p><strong><strong>Advancement:</strong> -</strong></p><p><strong><strong>Level Adjustment:</strong> -</strong></p><p><strong></strong></p><p><strong>A skeletal figure dressed in tattered black robes glides across the ground wielding a scythe that pulses with a crimson aura. Two blood red eyes peer into your soul and you feel the icy cold touch of death.</strong></p><p><strong></strong></p><p><strong>The Aspect of Death kills without mercy and walks across the world with his army of undead created by his scythe. The Aspect of Death leaves his trace wherever he goes, for undead will be found there. The army that he raises he uses to cause more death and destruction throughout the world that he walks.</strong></p><p><strong>Aspect of Death can speak Common, Infernal, and Abyssal</strong></p><p><strong></strong></p><p><strong><strong>Combat</strong></strong></p><p><strong>The Aspect of Death uses his quickened vampiric touch every round to heal himself. He flies above the battlefield swooping down on enemies that are not being mobbed by his undead army. Usually spellcasters or archers, he also despises anyone that can destroy his glorious creations and will try to kill a cleric with extreme prejudice.</strong></p><p><strong>The Aspect of Death's natural weapons, or weapons he wields, are treated as evil-aligned for the purposes of damage reduction.</strong></p><p><strong><strong>Death Touch (Su): </strong> The Aspect of Death may use the Death domain’s Death Touch ability once per day. He uses this ability as a 14th level cleric.</strong></p><p><strong><strong>The Dead Shall Rise (Su):</strong> When the Aspect of Death kills a living creature with his scythe it raises as an undead in 1d4 rounds. The type of undead that rises is dependent on the hit dice of the creature slain. 1-2 HD it rises as a ghoul, 3-4 HD it rises as a ghast, 5-8 HD wight, 8-11 HD boneclaw*, 12-15 mohrg, 16-20 Devourer. A character that rises as an undead may only be brought back to life with a limited wish, miracle, or wish spell. A creature slain within the bounds of a consecrate or hallow spell will not rises as an undead, nor will a creature under the effects of a death ward, dispel evil, or holy aura. If a gentle repose spell is cast on the slain character before he rises it will negate this effect.</strong></p><p><strong>The Aspect of Death is treated as a 20th level cleric to determine how many hit dice he can control.</strong></p><p><strong>*MMIII p.17</strong></p><p><strong><strong>Spell-like Abilities:</strong> At will - greater dispel magic, unholy blight (DC 19), vampiric touch, 1/day enervation (DC 19). Caster level 14th. DC is Charisma-based.</strong></p><p><strong><strong>Aura of Desecration (Su):</strong> The Aspect of Death permanently emanates an aura that acts as if under the effects of desecrate spell cast on an altar. This aura grants all undead within 20’ +2 profane bonus to all attack rolls, damage rolls, and saving throws. Furthermore all turn checks in the area suffer a -6 profane penalty on turning checks.</strong></p><p><strong></strong></p><p><strong><strong>Aspect of Famine</strong></strong></p><p><strong><strong>Medium Undead</strong></strong></p><p><strong><strong>Hit Dice:</strong> 12d12 (78 hp)</strong></p><p><strong><strong>Initiative: </strong> +11</strong></p><p><strong><strong>Speed:</strong> 30 ft (6 squares), Fly 80ft. (good)</strong></p><p><strong><strong>Armor Class:</strong> 25 (+7 dex, +8 natural), touch 17, flat-footed 18</strong></p><p><strong><strong>Base Attack/Grapple:</strong> +6/+9</strong></p><p><strong><strong>Attack:</strong> Touch +13 melee (1d8 +5 negative energy plus 1d6 Con)</strong></p><p><strong><strong>Full Attack: </strong> Touch +13 melee (1d8+5 negative energy plus 1d6 Con)</strong></p><p><strong><strong>Space/Reach:</strong> 5ft. /5ft.</strong></p><p><strong><strong>Special Attacks: </strong> Breath weapon, damaging touch</strong></p><p><strong><strong>Special Qualities:</strong> +4 turn resistance, corrupt water, damage reduction 10/ Slashing and magic, Darkvision 60ft., immunity to cold, electricity, polymorph, and mind influencing effects, fast healing 5, spell-like abilities, spell resistance 22, undead traits, vulnerability to holy water and fire</strong></p><p><strong><strong>Save: </strong> Fort +4 Ref +11 Will +11</strong></p><p><strong><strong>Abilities: </strong> Str 16, Dex 25, Con -, Int 17, Wis 17, Cha 20</strong></p><p><strong><strong>Skills: </strong> Bluff +12, Concentration +12, Disguise +15, Intimidate +15, Knowledge (religion) +13, Search +13, Spot +13, Spellcraft +13</strong></p><p><strong><strong>Feats:</strong> Empower Spell-like ability (Ray of Enfeeblement), Quicken Spell-like ability (Ray of Enfeeblement), Combat Expertise, Improved Initiative, Weapon Finesse, Ability Focus (breath weapon)</strong></p><p><strong><strong>Environment</strong>: Any</strong></p><p><strong><strong>Organization: </strong> Solitary</strong></p><p><strong><strong>Challenge Rating: </strong> 12</strong></p><p><strong><strong><strong><strong>Treasure: </strong> No coins, double goods, standard items</strong></strong></strong></p><p><strong><strong><strong><strong>Alignment: </strong></strong> Always Neutral Evil</strong></strong></p><p><strong><strong><strong>Advancement: </strong> -</strong></strong></p><p><strong><strong><strong>Level Adjustment:</strong> -</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>A gaunt humanoid with soulless black eye sockets hovers a few inches off the ground with a wicked grin on his face. Skin pulled tight over bone this creature looks like it would have died from starvation long ago.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>The Aspect of Famine is a creature that has been created with pure negative energy, but its sole purpose in life is to spread famine and destroy all life slowly and painfully. It delights in the suffering of others and will use subterfuge to get its job done. Using its unholy ability to suck the moisture and nutrients from any living thing it touches it dries its prey to lifeless husks. Whenever an Aspect of Famine comes to wreak havoc on the mortal realm it leaves a trail that can be easily followed. An Aspect of Famine usually stands about 6 feet tall and weighs a meager 100 pounds.</strong></strong></p><p><strong><strong>Aspects of Famine speak Common, Infernal, and Abyssal.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Combat</strong></strong></strong></p><p><strong><strong>The Aspect of Famine enjoys using his waves of exhaustion on fighter types. The Aspect uses quickened Ray of Enfeeblements to further weaken the fighters, and targets any spell casters or archers with unholy blight. If any of his enemies seem to be immune to his spell casting abilities he goes into melee to try and drain their constitution. A very arrogant creature, the Aspect of Famine thinks himself above mortals and will not flee from them.</strong></strong></p><p><strong><strong>The Aspect of Famine’s natural weapons are treated as evil-aligned for the purposes of damage reduction.</strong></strong></p><p><strong><strong><strong>Breath Weapon (Su):</strong> The Aspect of Famine can breathe a cloud of choking dust that sucks the moisture out of all living creatures caught within its effect. 30-foot cone, once every 1d4 rounds (but no more than five times per day), 10d6 points of damage, Fortitude DC 23 for half. The save DC is Charisma-based.</strong></strong></p><p><strong><strong><strong>Damaging Touch (Su): </strong> The Aspect of Famine's touch attack uses negative energy to deal 1d8+3 points of damage to living creatures and 1d6 points of Constitution; a Fortitude save (DC 21) halves the Constitution damage.</strong></strong></p><p><strong><strong><strong>Corrupt Water (Sp):</strong> Once per day the Aspect of Famine can stagnate 10 cubic feet of water, making it become sill, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 19) or become fouled. This ability is the equivalent of a 1st-level spell. The range is 180ft. radius.</strong></strong></p><p><strong><strong><strong>Spell-like Abilities:</strong> At will - Ray of Enfeeblement, Greater Teleport (self only plus 50 lbs), unholy blight, (DC 19), greater dispel magic 1/day Waves of Exhaustion. Caster Level 14th. The save DCs are Charisma-based.</strong></strong></p><p><strong><strong><strong>Vulnerability to Holy Water (Ex):</strong> An Aspect of Famine takes double damage from a vial of holy water, this damage is considered holy for the purposes of regeneration.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Aspect of Pestilence</strong></strong></strong></p><p><strong><strong><strong>Large Undead</strong></strong></strong></p><p><strong><strong><strong>Hit Dice: </strong> 16d12 +80 (184 hp)</strong></strong></p><p><strong><strong><strong>Initiative: </strong> +2</strong></strong></p><p><strong><strong><strong>Speed:</strong> 20ft. in +2 breastplate (4 squares); base speed 30ft.</strong></strong></p><p><strong><strong><strong>Armor Class: </strong> 26 (-1 size, +2 Dex, +7 +2 breastplate, +8 Natural), touch 11, flat-footed 24</strong></strong></p><p><strong><strong><strong>Base Attack/Grapple:</strong> +8/+22</strong></strong></p><p><strong><strong><strong>Attack: </strong> +2 Battleaxe +19 melee (2d6+12)</strong></strong></p><p><strong><strong><strong>Full Attack: </strong> +2 Battleaxe +19/+14 melee (2d6+12) and +1 sickle +19/+14 (1d8+6)</strong></strong></p><p><strong><strong><strong>Space/Reach: </strong> 10ft. / 10ft.</strong></strong></p><p><strong><strong><strong>Special Attacks:</strong> Corrupt wounds, Stench</strong></strong></p><p><strong><strong><strong>Special Qualities: </strong> +4 turn resistance, damage reduction 10/ bludgeon and magic, Darkvision 60ft., immunity to cold, electricity, polymorph, and mind effects, spell-like abilities, spell resistance 21, undead traits</strong></strong></p><p><strong><strong><strong>Saves:</strong> Fort +5 Ref +4 Will +13</strong></strong></p><p><strong><strong><strong>Abilities:</strong> Str 30, Dex 15, Con - , Int 7, Wis 20, Cha 21</strong></strong></p><p><strong><strong><strong>Skills:</strong> Climb +10, Concentrate +16, Intimidate +12, Jump +10, Spot +10</strong></strong></p><p><strong><strong><strong>Feats:</strong> Two-weapon fighting, Improved Two-weapon fighting, weapon focus (Battleaxe), weapon focus (sickle), Ability Focus (Stench), Quicken Spell-like ability (Contagion) </strong></strong></p><p><strong><strong><strong>Environment</strong>: Any</strong></strong></p><p><strong><strong><strong>Organization:</strong> Solitary</strong></strong></p><p><strong><strong><strong>Challenge Rating: </strong> 13</strong></strong></p><p><strong><strong><strong>Treasure:</strong> no coins, double goods, standard items, plus +2 breastplate, +2 battleaxe, and +1 sickle</strong></strong></p><p><strong><strong><strong>Alignment:</strong> Always Neutral Evil</strong></strong></p><p><strong><strong><strong>Advancement:</strong> -</strong></strong></p><p><strong><strong><strong>Level Adjustment:</strong> -</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>A large humanoid wrapped in rotting robes stands before you with a horrible stench of decay in the air, with each footstep a path of decay is created as vegetation is destroyed and the ground scorched by his unholy presence.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>The Aspect of Pestilence is not the smartest of the four horseman. He wanders from town to town spreading his pestilence across the land. He enjoys watching his diseases take effect on those that are currently suffering from one of his "masterpieces". He stands about 8 feet tall and weighs close to five hundred pounds.</strong></strong></p><p><strong><strong>Aspect of Pestilence understands Infernal and Abyssal, but does not speak even though his intelligence is high enough.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Combat</strong></strong></strong></p><p><strong><strong>The Aspect of Pestilence tries to infect someone with his quickened contagion ability every round. The Aspect of Pestilence tries to get into close combat as fast as possible since most of his spell-like abilities are touch and because he knows he's a powerful combatant.</strong></strong></p><p><strong><strong>The Aspect of Pestilence's natural weapons, or weapons he wields, are treated as evil-aligned for the purposes of damage reduction.</strong></strong></p><p><strong><strong><strong>Corrupt Wounds (Ex):</strong> The damage a Aspect of Pestilence a deal doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by an Aspect of Pestilence must succeed on a DC 26 caster level check, or the spell has no effect on the injured character.</strong></strong></p><p><strong><strong><strong>Stench (Ex):</strong> An Aspect of Pestilence's skin produces a foul odor of decay. Any living creature within 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save cannot be affected again by the same Aspect of Pestilence's stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected and creatures resistant to poison receive their normal bonus on the saving throws. The save DC is Charisma based with a +4 racial modifier.</strong></strong></p><p><strong><strong><strong>Unholy Toughness (Ex): </strong> Aspect of Pestilence adds his charisma modifier to each hit dice in substitution of constitution.</strong></strong></p><p><strong><strong><strong>Spell-like abilities:</strong> At will - Contagion (DC 18), Poison (DC 19) greater dispel magic, 3/day Plague of Rats* (DC 20). Caster level 14th. Save DCs are Charisma-based.</strong></strong></p><p><strong><strong>*Spell found in Complete Divine.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Aspect of War</strong></strong></strong></p><p><strong><strong><strong>Large Undead</strong></strong></strong></p><p><strong><strong><strong>Hit Dice:</strong> 16d12 + 80 (184)</strong></strong></p><p><strong><strong><strong>Initiative:</strong>+2</strong></strong></p><p><strong><strong><strong>Speed:</strong> 30ft. (6 squares), base speed 40ft.</strong></strong></p><p><strong><strong><strong>Armor Class:</strong> 30 (-1 size, +2 Dex, +9 +1spiked mithral fullplate, +3 +1 spiked heavy steel shield, +7 Natural) touch 11, flat-footed 28</strong></strong></p><p><strong><strong><strong>Base Attack/Grapple:</strong> +8/+23</strong></strong></p><p><strong><strong><strong>Attack:</strong> +2 Battleaxe +21 (2d6 +13)</strong></strong></p><p><strong><strong><strong>Full Attack:</strong> +2 Battleaxe +21/+16 (2d6+13)</strong></strong></p><p><strong><strong><strong>Space/Reach:</strong> 10tf. /10ft.</strong></strong></p><p><strong><strong><strong>Special Attacks</strong>: Rage, Unholy wounding</strong></strong></p><p><strong><strong><strong>Special Qualities: </strong> +4 turn resistance, damage reduction 10/ piercing and magic, Darkvision 60ft., immunity to cold, electricity, polymorph, and mind effects, spell-like abilities, spell resistance 22, undead traits, unholy toughness</strong></strong></p><p><strong><strong><strong>Saves:</strong> Fort +5 Ref +9 Will +13</strong></strong></p><p><strong><strong><strong>Abilities:</strong> Str 32 Dex 14 Con - Int 13 Wis 17 Cha 20</strong></strong></p><p><strong><strong><strong>Skills: </strong> Concentrate +16, Intimidate +21, Knowledge +13 (any two), Spot +15, Search +13</strong></strong></p><p><strong><strong><strong>Feats:</strong> Awesome Blow, Cleave, Combat Brute*, Improved Sunder, Power Attack, Lightning Reflexes</strong></strong></p><p><strong><strong><strong>Environment:</strong> Any</strong></strong></p><p><strong><strong><strong>Organization:</strong> Solitary</strong></strong></p><p><strong><strong><strong>Challenge Rating:</strong> 13</strong></strong></p><p><strong><strong><strong>Treasure:</strong> Standard plus +1 spiked fullplate, +1 spiked heavy shield, and +2 battleaxe</strong></strong></p><p><strong><strong><strong>Alignment:</strong> Neutral Evil</strong></strong></p><p><strong><strong><strong>Advancement</strong>: -</strong></strong></p><p><strong><strong><strong>Level Adjustment</strong>: -</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>A large monstrosity of what was once a man stands before you dressed in spiked armor and shield. It wields a large battleaxe that constantly drips with blood. Two unholy red eyes look down at you from the darkness of his helm.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>The Aspect of War knows one thing, war, it's all he cares about and it's all that he wishes to cause. He will attack anything that is still breathing, not stopping until there is nothing to wage war against. A creature of pure hatred and strife, the only things that he does not attack are undead, viewing most of them as weaklings because they have already been defeated. The exception are undead that willingly become undead, such as liches.</strong></strong></p><p><strong><strong>The Aspect of War can speak Common, Infernal, and Abyssal</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong><strong>Combat</strong></strong></strong></p><p><strong><strong>The Aspect of War does not banter; he just wades into combat using his combat feats to their full extent. He will cast dispel magic if someone has cast a combat empowering spell on one of his current opponents. He will also cast Divine Power on himself before he enters battle, followed by an unholy blight if he is being annoyed by spellcasters or archers.</strong></strong></p><p><strong><strong><strong>Rage (Ex):</strong> The Aspect of War can fly into a rage at will. In a rage the Aspect of War gains phenomenal strength but becomes reckless and less able to defend himself. He temporarily gains a +6 to Strength and a +2 moral bonus on Will saves, but he takes a -2 penalty to Armor Class. While raging, the Aspect of War cannot use any Charisma, Dexterity, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feats he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the Aspect of War's Charisma modifier.</strong></strong></p><p><strong><strong><strong>Unholy Toughness (Su):</strong> The Aspect of War adds his Charisma bonus to his hit dice in place of his Constitution score.</strong></strong></p><p><strong><strong><strong>Unholy Wounding (Su):</strong> The damage the Aspect of War deals with his battleaxe causes a persistent wound. And injured creature loses 2 additional hit points each round. The wound does not heal natural and resists healing spells. The continuing hit point loss can be stopped by a DC 18 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell, or a heal spell on a creature damaged by the Aspect of War's battleaxe must succeed on a DC 18 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The unholy wounding is a supernatural ability of the Aspect of War, not the weapon. The check DC is Charisma based.</strong></strong></p><p><strong><strong><strong>Spell-like Abilities (Su): </strong> At will - greater dispel magic, unholy blight (DC 19), divine power. Caster Level 14th. The save DC is Charisma-based.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>*Feat from Complete Warrior</strong></strong></p></blockquote><p></p>
[QUOTE="quigsworth, post: 1733287, member: 11369"] I created these guys for my campaign. To sum up the back story a lich has harnessed the powers of an eldritch engine and created four powerful undead. [B]Aspect of Death Medium Undead Hite Dice:[/B] 16d12 (104) [B]Initiative:[/B] +4 [B]Speed: [/B] 30ft., 40ft. fly (good), base speed 40ft, 50ft. fly [B]Armor Class:[/B] 26 (+4 Dex, +7 +2 breastplate, + 5 Natural) touch 14, flat-footed 22 [B]Base Attack/Grapple:[/B] +8/+13 [B]Attack: [/B] +2 scythe +16 (2d4 +7) [B]Full Attack: [/B] +2 scythe +16/+11 (2d4+7) [B]Space/Reach: [/B] 5ft. /5ft [B][B][B]Special Attacks:[/B] Death touch, the dead shall rise [B]Special Qualities:[/B][/B] +4 turn resistance, Aura of Desecration, damage reduction 10/ bludgeon and magic, Darkvision 60 ft., immunity to cold, electricity, polymorph, and mind effects, spell-like abilities, SR 23, undead traits. [B]Saves: [/B] Fort +4 Ref +8 Will +11 [B]Abilities: [/B] Str 20 Dex 18 Con - Int 17 Wis 17 Cha 20 [B]Skills: [/B] Concentrate +12, Heal +15, Intimidate +17, Knowledge (any two) +15, Spot +15, Spellcraft +15 [B]Feats: [/B] Quickened Spell-like Ability (Vampiric touch), Weapon Focus (scythe), Combat Expertise, Improved Trip, Power Attack [B]Environment[/B]: Any [B]Organization:[/B] Solitary plus (1d6 medium skeletons, 1d6 medium zombies, 1d2 ghouls) [B]Challenge Rating: [/B] 12 [B]Treasure:[/B] Standard plus +2 breastplate and +2 scythe [B]Alignment:[/B] Always neutral evil [B]Advancement:[/B] - [B]Level Adjustment:[/B] - A skeletal figure dressed in tattered black robes glides across the ground wielding a scythe that pulses with a crimson aura. Two blood red eyes peer into your soul and you feel the icy cold touch of death. The Aspect of Death kills without mercy and walks across the world with his army of undead created by his scythe. The Aspect of Death leaves his trace wherever he goes, for undead will be found there. The army that he raises he uses to cause more death and destruction throughout the world that he walks. Aspect of Death can speak Common, Infernal, and Abyssal [B]Combat[/B] The Aspect of Death uses his quickened vampiric touch every round to heal himself. He flies above the battlefield swooping down on enemies that are not being mobbed by his undead army. Usually spellcasters or archers, he also despises anyone that can destroy his glorious creations and will try to kill a cleric with extreme prejudice. The Aspect of Death's natural weapons, or weapons he wields, are treated as evil-aligned for the purposes of damage reduction. [B]Death Touch (Su): [/B] The Aspect of Death may use the Death domain’s Death Touch ability once per day. He uses this ability as a 14th level cleric. [B]The Dead Shall Rise (Su):[/B] When the Aspect of Death kills a living creature with his scythe it raises as an undead in 1d4 rounds. The type of undead that rises is dependent on the hit dice of the creature slain. 1-2 HD it rises as a ghoul, 3-4 HD it rises as a ghast, 5-8 HD wight, 8-11 HD boneclaw*, 12-15 mohrg, 16-20 Devourer. A character that rises as an undead may only be brought back to life with a limited wish, miracle, or wish spell. A creature slain within the bounds of a consecrate or hallow spell will not rises as an undead, nor will a creature under the effects of a death ward, dispel evil, or holy aura. If a gentle repose spell is cast on the slain character before he rises it will negate this effect. The Aspect of Death is treated as a 20th level cleric to determine how many hit dice he can control. *MMIII p.17 [B]Spell-like Abilities:[/B] At will - greater dispel magic, unholy blight (DC 19), vampiric touch, 1/day enervation (DC 19). Caster level 14th. DC is Charisma-based. [B]Aura of Desecration (Su):[/B] The Aspect of Death permanently emanates an aura that acts as if under the effects of desecrate spell cast on an altar. This aura grants all undead within 20’ +2 profane bonus to all attack rolls, damage rolls, and saving throws. Furthermore all turn checks in the area suffer a -6 profane penalty on turning checks. [B]Aspect of Famine Medium Undead Hit Dice:[/B] 12d12 (78 hp) [B]Initiative: [/B] +11 [B]Speed:[/B] 30 ft (6 squares), Fly 80ft. (good) [B]Armor Class:[/B] 25 (+7 dex, +8 natural), touch 17, flat-footed 18 [B]Base Attack/Grapple:[/B] +6/+9 [B]Attack:[/B] Touch +13 melee (1d8 +5 negative energy plus 1d6 Con) [B]Full Attack: [/B] Touch +13 melee (1d8+5 negative energy plus 1d6 Con) [B]Space/Reach:[/B] 5ft. /5ft. [B]Special Attacks: [/B] Breath weapon, damaging touch [B]Special Qualities:[/B] +4 turn resistance, corrupt water, damage reduction 10/ Slashing and magic, Darkvision 60ft., immunity to cold, electricity, polymorph, and mind influencing effects, fast healing 5, spell-like abilities, spell resistance 22, undead traits, vulnerability to holy water and fire [B]Save: [/B] Fort +4 Ref +11 Will +11 [B]Abilities: [/B] Str 16, Dex 25, Con -, Int 17, Wis 17, Cha 20 [B]Skills: [/B] Bluff +12, Concentration +12, Disguise +15, Intimidate +15, Knowledge (religion) +13, Search +13, Spot +13, Spellcraft +13 [B]Feats:[/B] Empower Spell-like ability (Ray of Enfeeblement), Quicken Spell-like ability (Ray of Enfeeblement), Combat Expertise, Improved Initiative, Weapon Finesse, Ability Focus (breath weapon) [B]Environment[/B]: Any [B]Organization: [/B] Solitary [B]Challenge Rating: [/B] 12 [B][B][B]Treasure: [/B] No coins, double goods, standard items [B]Alignment: [/B][/B] Always Neutral Evil [B]Advancement: [/B] - [B]Level Adjustment:[/B] - A gaunt humanoid with soulless black eye sockets hovers a few inches off the ground with a wicked grin on his face. Skin pulled tight over bone this creature looks like it would have died from starvation long ago. The Aspect of Famine is a creature that has been created with pure negative energy, but its sole purpose in life is to spread famine and destroy all life slowly and painfully. It delights in the suffering of others and will use subterfuge to get its job done. Using its unholy ability to suck the moisture and nutrients from any living thing it touches it dries its prey to lifeless husks. Whenever an Aspect of Famine comes to wreak havoc on the mortal realm it leaves a trail that can be easily followed. An Aspect of Famine usually stands about 6 feet tall and weighs a meager 100 pounds. Aspects of Famine speak Common, Infernal, and Abyssal. [B]Combat[/B] The Aspect of Famine enjoys using his waves of exhaustion on fighter types. The Aspect uses quickened Ray of Enfeeblements to further weaken the fighters, and targets any spell casters or archers with unholy blight. If any of his enemies seem to be immune to his spell casting abilities he goes into melee to try and drain their constitution. A very arrogant creature, the Aspect of Famine thinks himself above mortals and will not flee from them. The Aspect of Famine’s natural weapons are treated as evil-aligned for the purposes of damage reduction. [B]Breath Weapon (Su):[/B] The Aspect of Famine can breathe a cloud of choking dust that sucks the moisture out of all living creatures caught within its effect. 30-foot cone, once every 1d4 rounds (but no more than five times per day), 10d6 points of damage, Fortitude DC 23 for half. The save DC is Charisma-based. [B]Damaging Touch (Su): [/B] The Aspect of Famine's touch attack uses negative energy to deal 1d8+3 points of damage to living creatures and 1d6 points of Constitution; a Fortitude save (DC 21) halves the Constitution damage. [B]Corrupt Water (Sp):[/B] Once per day the Aspect of Famine can stagnate 10 cubic feet of water, making it become sill, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 19) or become fouled. This ability is the equivalent of a 1st-level spell. The range is 180ft. radius. [B]Spell-like Abilities:[/B] At will - Ray of Enfeeblement, Greater Teleport (self only plus 50 lbs), unholy blight, (DC 19), greater dispel magic 1/day Waves of Exhaustion. Caster Level 14th. The save DCs are Charisma-based. [B]Vulnerability to Holy Water (Ex):[/B] An Aspect of Famine takes double damage from a vial of holy water, this damage is considered holy for the purposes of regeneration. [B]Aspect of Pestilence Large Undead Hit Dice: [/B] 16d12 +80 (184 hp) [B]Initiative: [/B] +2 [B]Speed:[/B] 20ft. in +2 breastplate (4 squares); base speed 30ft. [B]Armor Class: [/B] 26 (-1 size, +2 Dex, +7 +2 breastplate, +8 Natural), touch 11, flat-footed 24 [B]Base Attack/Grapple:[/B] +8/+22 [B]Attack: [/B] +2 Battleaxe +19 melee (2d6+12) [B]Full Attack: [/B] +2 Battleaxe +19/+14 melee (2d6+12) and +1 sickle +19/+14 (1d8+6) [B]Space/Reach: [/B] 10ft. / 10ft. [B]Special Attacks:[/B] Corrupt wounds, Stench [B]Special Qualities: [/B] +4 turn resistance, damage reduction 10/ bludgeon and magic, Darkvision 60ft., immunity to cold, electricity, polymorph, and mind effects, spell-like abilities, spell resistance 21, undead traits [B]Saves:[/B] Fort +5 Ref +4 Will +13 [B]Abilities:[/B] Str 30, Dex 15, Con - , Int 7, Wis 20, Cha 21 [B]Skills:[/B] Climb +10, Concentrate +16, Intimidate +12, Jump +10, Spot +10 [B]Feats:[/B] Two-weapon fighting, Improved Two-weapon fighting, weapon focus (Battleaxe), weapon focus (sickle), Ability Focus (Stench), Quicken Spell-like ability (Contagion) [B]Environment[/B]: Any [B]Organization:[/B] Solitary [B]Challenge Rating: [/B] 13 [B]Treasure:[/B] no coins, double goods, standard items, plus +2 breastplate, +2 battleaxe, and +1 sickle [B]Alignment:[/B] Always Neutral Evil [B]Advancement:[/B] - [B]Level Adjustment:[/B] - A large humanoid wrapped in rotting robes stands before you with a horrible stench of decay in the air, with each footstep a path of decay is created as vegetation is destroyed and the ground scorched by his unholy presence. The Aspect of Pestilence is not the smartest of the four horseman. He wanders from town to town spreading his pestilence across the land. He enjoys watching his diseases take effect on those that are currently suffering from one of his "masterpieces". He stands about 8 feet tall and weighs close to five hundred pounds. Aspect of Pestilence understands Infernal and Abyssal, but does not speak even though his intelligence is high enough. [B]Combat[/B] The Aspect of Pestilence tries to infect someone with his quickened contagion ability every round. The Aspect of Pestilence tries to get into close combat as fast as possible since most of his spell-like abilities are touch and because he knows he's a powerful combatant. The Aspect of Pestilence's natural weapons, or weapons he wields, are treated as evil-aligned for the purposes of damage reduction. [B]Corrupt Wounds (Ex):[/B] The damage a Aspect of Pestilence a deal doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by an Aspect of Pestilence must succeed on a DC 26 caster level check, or the spell has no effect on the injured character. [B]Stench (Ex):[/B] An Aspect of Pestilence's skin produces a foul odor of decay. Any living creature within 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save cannot be affected again by the same Aspect of Pestilence's stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected and creatures resistant to poison receive their normal bonus on the saving throws. The save DC is Charisma based with a +4 racial modifier. [B]Unholy Toughness (Ex): [/B] Aspect of Pestilence adds his charisma modifier to each hit dice in substitution of constitution. [B]Spell-like abilities:[/B] At will - Contagion (DC 18), Poison (DC 19) greater dispel magic, 3/day Plague of Rats* (DC 20). Caster level 14th. Save DCs are Charisma-based. *Spell found in Complete Divine. [B]Aspect of War Large Undead Hit Dice:[/B] 16d12 + 80 (184) [B]Initiative:[/B]+2 [B]Speed:[/B] 30ft. (6 squares), base speed 40ft. [B]Armor Class:[/B] 30 (-1 size, +2 Dex, +9 +1spiked mithral fullplate, +3 +1 spiked heavy steel shield, +7 Natural) touch 11, flat-footed 28 [B]Base Attack/Grapple:[/B] +8/+23 [B]Attack:[/B] +2 Battleaxe +21 (2d6 +13) [B]Full Attack:[/B] +2 Battleaxe +21/+16 (2d6+13) [B]Space/Reach:[/B] 10tf. /10ft. [B]Special Attacks[/B]: Rage, Unholy wounding [B]Special Qualities: [/B] +4 turn resistance, damage reduction 10/ piercing and magic, Darkvision 60ft., immunity to cold, electricity, polymorph, and mind effects, spell-like abilities, spell resistance 22, undead traits, unholy toughness [B]Saves:[/B] Fort +5 Ref +9 Will +13 [B]Abilities:[/B] Str 32 Dex 14 Con - Int 13 Wis 17 Cha 20 [B]Skills: [/B] Concentrate +16, Intimidate +21, Knowledge +13 (any two), Spot +15, Search +13 [B]Feats:[/B] Awesome Blow, Cleave, Combat Brute*, Improved Sunder, Power Attack, Lightning Reflexes [B]Environment:[/B] Any [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 13 [B]Treasure:[/B] Standard plus +1 spiked fullplate, +1 spiked heavy shield, and +2 battleaxe [B]Alignment:[/B] Neutral Evil [B]Advancement[/B]: - [B]Level Adjustment[/B]: - A large monstrosity of what was once a man stands before you dressed in spiked armor and shield. It wields a large battleaxe that constantly drips with blood. Two unholy red eyes look down at you from the darkness of his helm. The Aspect of War knows one thing, war, it's all he cares about and it's all that he wishes to cause. He will attack anything that is still breathing, not stopping until there is nothing to wage war against. A creature of pure hatred and strife, the only things that he does not attack are undead, viewing most of them as weaklings because they have already been defeated. The exception are undead that willingly become undead, such as liches. The Aspect of War can speak Common, Infernal, and Abyssal [B]Combat[/B] The Aspect of War does not banter; he just wades into combat using his combat feats to their full extent. He will cast dispel magic if someone has cast a combat empowering spell on one of his current opponents. He will also cast Divine Power on himself before he enters battle, followed by an unholy blight if he is being annoyed by spellcasters or archers. [B]Rage (Ex):[/B] The Aspect of War can fly into a rage at will. In a rage the Aspect of War gains phenomenal strength but becomes reckless and less able to defend himself. He temporarily gains a +6 to Strength and a +2 moral bonus on Will saves, but he takes a -2 penalty to Armor Class. While raging, the Aspect of War cannot use any Charisma, Dexterity, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feats he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the Aspect of War's Charisma modifier. [B]Unholy Toughness (Su):[/B] The Aspect of War adds his Charisma bonus to his hit dice in place of his Constitution score. [B]Unholy Wounding (Su):[/B] The damage the Aspect of War deals with his battleaxe causes a persistent wound. And injured creature loses 2 additional hit points each round. The wound does not heal natural and resists healing spells. The continuing hit point loss can be stopped by a DC 18 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell, or a heal spell on a creature damaged by the Aspect of War's battleaxe must succeed on a DC 18 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The unholy wounding is a supernatural ability of the Aspect of War, not the weapon. The check DC is Charisma based. [B]Spell-like Abilities (Su): [/B] At will - greater dispel magic, unholy blight (DC 19), divine power. Caster Level 14th. The save DC is Charisma-based. *Feat from Complete Warrior[/B][/B] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Aspects of the Four Horseman
Top