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Dark Huntsmen Template

Sidran

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Dark Huntsmen

First created by the Necromantic order of Lleth, the Dark Huntsmen are diabolical undead creatures out of nightmare. Completely loyal to their nefarious masters these creatures track, and slaughter the enemies of the Order.

From a distance the Dark Huntsmen will appear as if a shrouded woodsmen, or ranger. When seen in light however the Huntsmen appear similar to a Ghast, with the exception that the Huntsmen have cold intelligent eyes that emanate a tangible hatred for all life. Its clothing is torn and ragged with the earth of the grave still clinging to it. The foul stench of rot, and soil roll in waves with each step that the creature takes.

The Dark Huntsmen are an Intelligent breed of undead, capable of giving commands to lesser undead such as Ghouls, or Zombies. They carry the possessions they owned in life, and horde items of magic which they take back to their Master. Dark huntsmen speak fluently in the language of their previous life. Some Dark Huntsmen are followed by their Eldritch Companions of old and their is a 10% chance that a Huntsmen will be in the company of 1d6 Eldritch creatures of the DM’s choosing. Unaffected by daylight the Dark huntsmen can if careful continue to hunt its target by daylight. This is a rare bit of knowledge that perhaps a bard or a wizard might know ( DC 38)

Creating a Dark Huntsmen

“Dark Huntsmen” is a template that can be added to any aberration, dragon, giant, humanoid, magical beast, monstrous humanoid, or shapechanger. The creature (referred to hereafter as the ‘base creature’) must have an Intelligence score of at least 8. The creature’s type changes to ‘undead’. It retains most of the base creatures abilities and statistics change slightly.

Hit Dice: Increase to d12
Speed: Same as base creature
AC: Dark Huntsmen gain a +5 bonus to their AC due to the difficulty to take them down.
Damage: Dark Huntsmen are dangerous undead indeed, and prefer to use their weapon from life to attack their victims.
Special Attacks: The Dark Huntsmen does not retain any of the base creature’s special attacks. It instead gains the following listed below.
Foul Stench Aura(Su): All Dark Huntsmen radiate a 60-foot-radius of the foul stench of undeath. While this aura does not damage living things, it spoils food and drink, and will cause characters who fail a fortitude save (DC 15) to grow nauseous. Characters effected in this way get -1 to their save rolls, and a -2 to attack, and damage rolls
Detect Living (Su): A Dark Huntsmen can sense living creatures up to 100 feet away, and once per week it may single out one living creature by calling the creatures name. This ability pin points the whereabouts of the creature within 50ft feet.
Chill Touch (Su): When a Dark Huntsmen touches a victim, the victim must make a Fortitude save or lose an additional 1d6 damage due to the extremely cold temperature of the Huntsmen's touch
Summon Pack (Su): Once per night the Dark Hunter can summon a pack of four Eldritch Wolves. The pack is under the complete and total control of the Hunter. The pack disappears with the coming of dawn and may not be resummoned again until after dusk.

Special Qualities: A Dark Huntsmen gains the following special qualities plus the ones it had in life.

Turn Resistance (Ex): A Dark Huntsmen has a turn resistance of +4.
Heat Vulnerability (Ex): Spirits are especially vulnerable to heat, and fire attacks. They take double damage from such attacks unless they make their saves (in which case they take half damage).
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of an Dark Huntsmen at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Saves: Same as base creature.
Abilities: Same as base creature except that Dark Huntsmen have no Constitution score.
Skills: Dark Huntsmen receive a +8 racial bonus to Hide, Listen, Search and Spot checks. Otherwise same as base creature.
Feats: Track, Alertness, otherwise same as base creature
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Climate/Terrain: Any land or underground
Organization: Solitary, Pod (2)
Challenge Rating: Same as base creature +3
Treasure: Standard, ( What was carried by the base creature)
Alignment: Any Evil
Advancement: Same as base creature

Sample Dark Huntsman

Thamilis ( Elf, High)
Medium-sized Undead
Hit Dice:
3d12 (24 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 17 (+1 Dex, +1 Deflection Bonus, +5 Natural)
Attacks: Chill touch, Longsword + 1 Melee Longbow +2 Ranged
Damage: Chill touch ( see text for damage), Longsword 1d8+1, Longbow 1d8+1
Face/Reach: 5 ft. x 5 ft./5 ft.
Special Attacks: Foul Stench Aura, Detect Living, Chill Touch, Spells
Special Qualities: Undead, Turn Resistance +4, Unnatural Aura, Heat/Fire Vulnerability, Spell Vulnerability
Saves: Fort +4, Ref +2, Will +2
Abilities: Str 15, Dex 13, Con --, Int 12, Wis 7, Cha 12
Skills: Hide +17*, Listen +13*, Search +15*, Spot +13* Craft +8, Gather information +3, Hide +1, Intuit direction +2, Knowledge (arcana) +7, Listen +1, Move silently +2, Scry +7, Search +4, Spellcraft +8, Spot +1;
Feats: Combat casting, Improved Initiative, Track, Alertness
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Sorcerer Spells Known (6/6): 0th -- Detect Magic, Detect Poison, Light, Prestidigitation, Read Magic. 1st -- Magic Missile, Shield, Sleep.
CR: 8
Alignment: Neutral Evil
Possessions: 2,500 gp in gear
Languages Spoken: Common, Elven, Sylvan.
 
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Glad to be of service to more than just me

I have Thamillis here hunting down my players ( all mage hunters) He has made for a very cool cinematic villian so far.

One thing I have changed descriptively for my players is his appearance of normalicy up unto the time he reveals himself ( Kind of like a monster version of glamour)

It was fun to watch my friends faces as I described him in the tavern he had just torn apart standing amid the shattered bodies of the unlucky patrons,

There combined reaction was oh crap where is the door...book it book it book it. ( Which is what I wanted at the time)

I chose to have an altered form of the Vampiric reapers from Blade II ( as another form of zombie as his companions, and I had one of them feeding on a dieing barmaid)
 

This is an awesome template. I especially like the Foul Stench Aura. Usually any template abilities are based on HD of the creature rather than a flat DC as you have for it.
And what type of AC bonus did you give this template? Is it a Natural Armor bonus like most templates have. On the skills, you might also want to give a bonus to Move Silently and definately to Wilderness Lore. The CR modifier looks really high for this template, maybe it would be better at +1 or +2. Otherwise great job.

These Dark Huntmen would make great minions for that hunter devil-lord in Legions of Hell.
 

Here is where my tired half thinking head fails

The Flat DC was actually arbitrary, DC 15 was what I figured the Difficulty should be for a character to roll against verses becoming sickened. When I played it I used a DC 17 - the characters Constituition modifier ( Player got a 9 hurled and we all laughed later) The check was based off of the characters Con modifer so he got the DC down to 14 but failed the roll

+5 Natural Armor bonus. It is mainly to show the Dark Huntsmens toughness, and how hard it is to take them out.


The Skills was a tired mans mistake I was thinking wilderness lore the whole time I was writing this up then forgot it man I hate working two jobs, It takes away from the important things like writing my homebrew up or DMing my three new players
 

Forgot to talk about CR yeah I calced it one lower, and if you notice the CR of the example doesn't match the +3 anyway another of those shoudnt have post until much sleep has passed moments

I agree with the CR as a +2 but +1 seems to low for me

Oh and though I have not seen the legions of hell badies yet ( no time) I appriciate your comments on the temp

He has worked very well so far as a Ringwraith like baddy (which is a little of what I wanted him to be) and with a little more personalization he made a really cool baddy.

I gave him the bone and chain sword from Andy Collins site, foul smelling grave cloth clothes dirty him up a bit ( and made some discriptive changes that should proly be a part of a Template kit

What my characters got from knowledge arcane, and nature checks that this dude was most likely a Bean Sidhe or a Leanan Sidhe ( Feys) which are both accutely deadly and made them all the more affraid.

Of course the Party consists of a Mage hunting Inquisitor, a Half elven female gypsy bard, a 15 year old arcane adept, a Wildling ( 2ft variant of the Halfling) and a Blizzard Wolf ( A Celestial Elemental (snow) wolf)
 

I like it.

I like it and will most likely use it.

I only have one beef. "and most of them speak common." I'm not sure. Of course they should all speak their former living languages, but why would most of them speak common. This may just be my beef with having everyone in these games need to speak the same language. Instead I might suggest that most of them speak the language of the dead. I think that they need not speak common... that's all.

Love it.
 


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