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Dark Huntsmen Template
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<blockquote data-quote="Sidran" data-source="post: 360691" data-attributes="member: 6160"><p><span style="font-size: 12px"><strong><span style="color: lightblue"> Dark Huntsmen </span></strong></span></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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) </p><p></p><p><span style="font-size: 12px"><strong><span style="color: lightblue"> Creating a Dark Huntsmen </span></strong></span></p><p></p><p>“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.</p><p></p><p><strong>Hit Dice:</strong> Increase to d12</p><p><strong>Speed:</strong> Same as base creature</p><p><strong>AC:</strong> Dark Huntsmen gain a +5 bonus to their AC due to the difficulty to take them down. </p><p><strong>Damage:</strong> Dark Huntsmen are dangerous undead indeed, and prefer to use their weapon from life to attack their victims. </p><p><strong>Special Attacks:</strong> The Dark Huntsmen does not retain any of the base creature’s special attacks. It instead gains the following listed below. </p><p><strong>Foul Stench Aura(Su):</strong> 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 </p><p><strong>Detect Living (Su):</strong> 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. </p><p><strong>Chill Touch (Su):</strong> 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 </p><p><strong>Summon Pack (Su):</strong> 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. </p><p></p><p><strong>Special Qualities:</strong> A Dark Huntsmen gains the following special qualities plus the ones it had in life. </p><p></p><p><strong>Turn Resistance (Ex):</strong> A Dark Huntsmen has a turn resistance of +4.</p><p><strong>Heat Vulnerability (Ex):</strong> 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).</p><p><strong>Undead:</strong> 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.</p><p><strong>Unnatural Aura (Su):</strong> 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.</p><p></p><p><strong>Saves:</strong> Same as base creature.</p><p><strong>Abilities:</strong> Same as base creature except that Dark Huntsmen have no Constitution score.</p><p><strong>Skills:</strong> Dark Huntsmen receive a +8 racial bonus to Hide, Listen, Search and Spot checks. Otherwise same as base creature.</p><p><strong>Feats: </strong> Track, Alertness, otherwise same as base creature</p><p>------------------------------------------------------------------------</p><p><strong>Climate/Terrain:</strong> Any land or underground</p><p><strong>Organization:</strong> Solitary, Pod (2)</p><p><strong>Challenge Rating:</strong> Same as base creature +3</p><p><strong>Treasure: </strong> Standard, ( What was carried by the base creature)</p><p><strong>Alignment: </strong> Any Evil</p><p><strong>Advancement:</strong> Same as base creature</p><p></p><p><span style="font-size: 12px"><strong><span style="color: lightblue"> Sample Dark Huntsman</span></strong></span></p><p></p><p><strong><span style="color: lightblue">Thamilis</span> ( Elf, High)</strong></p><p><strong>Medium-sized Undead </strong></p><p><strong>Hit Dice:</strong> 3d12 (24 hp)</p><p><strong>Initiative:</strong> +5 (+1 Dex, +4 Improved Initiative)</p><p><strong>Speed:</strong> 30 ft.</p><p><strong>AC: </strong>17 (+1 Dex, +1 Deflection Bonus, +5 Natural)</p><p><strong>Attacks:</strong> Chill touch, Longsword + 1 Melee Longbow +2 Ranged</p><p><strong>Damage:</strong> Chill touch ( see text for damage), Longsword 1d8+1, Longbow 1d8+1</p><p><strong>Face/Reach:</strong> 5 ft. x 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Foul Stench Aura, Detect Living, Chill Touch, Spells</p><p><strong>Special Qualities:</strong> Undead, Turn Resistance +4, Unnatural Aura, Heat/Fire Vulnerability, Spell Vulnerability</p><p><strong>Saves:</strong> Fort +4, Ref +2, Will +2</p><p><strong>Abilities: </strong>Str 15, Dex 13, Con --, Int 12, Wis 7, Cha 12</p><p><strong>Skills:</strong> 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; </p><p><strong>Feats:</strong> Combat casting, Improved Initiative, Track, Alertness </p><p><strong>Undead: </strong>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.</p><p><strong>Sorcerer Spells Known (6/6): </strong> 0th -- <em>Detect Magic, Detect Poison, Light, Prestidigitation, Read Magic. </em> 1st -- <em>Magic Missile, Shield, Sleep. </em> </p><p><strong>CR:</strong> 8</p><p><strong>Alignment:</strong> Neutral Evil</p><p><strong>Possessions:</strong> 2,500 gp in gear</p><p><strong>Languages Spoken: </strong> Common, Elven, Sylvan.</p></blockquote><p></p>
[QUOTE="Sidran, post: 360691, member: 6160"] [size=3][b][color=lightblue] Dark Huntsmen [/color][/b][/size] 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) [size=3][b][color=lightblue] Creating a Dark Huntsmen [/color][/b][/size] “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. [b]Hit Dice:[/b] Increase to d12 [b]Speed:[/b] Same as base creature [b]AC:[/b] Dark Huntsmen gain a +5 bonus to their AC due to the difficulty to take them down. [b]Damage:[/b] Dark Huntsmen are dangerous undead indeed, and prefer to use their weapon from life to attack their victims. [b]Special Attacks:[/b] The Dark Huntsmen does not retain any of the base creature’s special attacks. It instead gains the following listed below. [b]Foul Stench Aura(Su):[/b] 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 [b]Detect Living (Su):[/b] 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. [b]Chill Touch (Su):[/b] 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 [b]Summon Pack (Su):[/b] 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. [b]Special Qualities:[/b] A Dark Huntsmen gains the following special qualities plus the ones it had in life. [b]Turn Resistance (Ex):[/b] A Dark Huntsmen has a turn resistance of +4. [b]Heat Vulnerability (Ex):[/b] 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). [b]Undead:[/b] 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. [b]Unnatural Aura (Su):[/b] 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. [b]Saves:[/b] Same as base creature. [b]Abilities:[/b] Same as base creature except that Dark Huntsmen have no Constitution score. [b]Skills:[/b] Dark Huntsmen receive a +8 racial bonus to Hide, Listen, Search and Spot checks. Otherwise same as base creature. [b]Feats: [/b] Track, Alertness, otherwise same as base creature ------------------------------------------------------------------------ [b]Climate/Terrain:[/b] Any land or underground [b]Organization:[/b] Solitary, Pod (2) [b]Challenge Rating:[/b] Same as base creature +3 [b]Treasure: [/b] Standard, ( What was carried by the base creature) [b]Alignment: [/b] Any Evil [b]Advancement:[/b] Same as base creature [size=3][b][color=lightblue] Sample Dark Huntsman[/color][/b][/size] [b][color=lightblue]Thamilis[/color] ( Elf, High) Medium-sized Undead Hit Dice:[/b] 3d12 (24 hp) [b]Initiative:[/b] +5 (+1 Dex, +4 Improved Initiative) [b]Speed:[/b] 30 ft. [b]AC: [/b]17 (+1 Dex, +1 Deflection Bonus, +5 Natural) [b]Attacks:[/b] Chill touch, Longsword + 1 Melee Longbow +2 Ranged [b]Damage:[/b] Chill touch ( see text for damage), Longsword 1d8+1, Longbow 1d8+1 [b]Face/Reach:[/b] 5 ft. x 5 ft./5 ft. [b]Special Attacks:[/b] Foul Stench Aura, Detect Living, Chill Touch, Spells [b]Special Qualities:[/b] Undead, Turn Resistance +4, Unnatural Aura, Heat/Fire Vulnerability, Spell Vulnerability [b]Saves:[/b] Fort +4, Ref +2, Will +2 [b]Abilities: [/b]Str 15, Dex 13, Con --, Int 12, Wis 7, Cha 12 [b]Skills:[/b] 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; [b]Feats:[/b] Combat casting, Improved Initiative, Track, Alertness [b]Undead: [/b]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. [b]Sorcerer Spells Known (6/6): [/b] 0th -- [i]Detect Magic, Detect Poison, Light, Prestidigitation, Read Magic. [/i] 1st -- [i]Magic Missile, Shield, Sleep. [/i] [b]CR:[/b] 8 [b]Alignment:[/b] Neutral Evil [b]Possessions:[/b] 2,500 gp in gear [b]Languages Spoken: [/b] Common, Elven, Sylvan. [/QUOTE]
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