D&D 3E/3.5 Elder Dragons

ElectricDragon

Explorer
SHADOWY ASSASSIN
FEMALE HUMAN
ROGUE 16

Dusk, “Twin Death”

Medium Undead (Incorporeal)
Hit Dice:16d12 (104 hp)
Initiative:+9 (+9 Dex)
Speed:30 ft. (6 squares)
Armor Class:32 (+9 Dex, +5 armor [force], +6 natural, +2 deflection), touch 21, flat-footed 23 //vs. incorporeal touch 26//incorporeal 22
Base Attack/Grapple:+12/+13
Attack:+2 short sword +23 melee (1d6+3) or touch attack +21 melee touch (1d8+5) or +2 short bow +23 ranged (1d6+2) or +2 dagger +23 melee (1d4+3)
Full Attack:+2 short sword +21/+16/+11 melee (1d6+2) and touch attack +19 melee touch (1d8+5) or +2 short sword +21/+16/+11 melee (1d6+3) and +2 dagger +21 melee (1d4+2) or touch attack +19 melee touch (1d8+5) and +2 dagger +21 melee (1d4+2) or touch attack +21 melee touch (1d8+5) or +2 short bow +23/+18/+13 ranged (1d6+2) or +2 dagger +21/+16/+11 melee (1d4+3) and touch attack +19 melee touch (1d8+5)
Space/Reach:5 ft./5 ft.
Special Attacks:Death blade, fear aura, opportunist, sneak attack +8d6, touch attack
Special Qualities:Corporeal form, death touch, defensive roll, DR 15/magic and good, evasion, immortality, immunities, improved evasion, improved uncanny dodge, magic jar 1/day, trap sense +5, trapfinding, +4 turn resistance, uncanny dodge
Saves:Fort +5, Ref +16, Will +6
Abilities:Str (12) —, Dex 25 (29), Con —, Int 10, Wis 13, Cha 16
Skills:152-110=42Balance +26, Disable Device +15, Gather Information +15, Hide +40, Jump +3, Listen +24, Move Silently +40, Open Lock +24, Search +23, Sleight of Hand +24, Spot +24, Tumble +24
Feats:Combat Reflexes, Deadly Precision, Dodge, Mobility, Two-Weapon Fighting, Weapon Finesse
Environment:Any
Organization:Solitary or with guards (Dusk + 1d6+2 shadesteel shadows armed with +1 long swords)
Challenge Rating:18
Treasure:Amulet of natural armor +1, bag of holding (Type 1), bracers of armor +5, gloves of dexterity +4, short bow +2, short sword +2, dagger +2, ring of protection +2, shadow blade, 8 +1 longswords, 447,000 gp, 12,000 pp
Alignment:Neutral evil
Advancement:By character class
Level Adjustment:+4
Dusk was born, the first of a set of twins, in ancient days. Their mother died in childbirth, thus the nickname “Twin Death.” She was banished to the plane of shadows only once and so she knows how to rebuild her Shadow Blade in only 50 years. She lost touch with her brother nearly an eon ago when they were both banished to the plane of shadows by a band of self-righteouus paladins. After that debacle, Dusk hid her Shadow Blade behind a plethora of traps and stopped using her death blade and death touch abilities. This has prevented her being banished to the plane of shadows on more than one occasion. She has amassed a huge hoard of treasure that would make any dragon envious. She has peopled her lair with hirelings and abductees as well as a cadre of 8 shadesteel shadows (all maximum advanced ones, armed with +1 longswords) as roving guards. Her lair is set on a cloud island high in the sky. An ornate castle sits in the middle of the cloud island ruled by Dusk’s iron hand. In the center of the castle is a small temple dedicated to Nethrancor, complete with a ebony altar prepared with unhallow and bane. The whole castle is an unholy site and is thus protected by a protection from good effect and turning undead suffers a -4 penalty in the castle, with bane affecting all that do not worship Nethrancor.

Dusk offers a slave state with herself at the head and has been known to abduct children to be raised on her cloud by her retainers as a means of replenishing her supply of slaves. Only a few of her original hirelings remain as Dusk decided nearly 50 years ago, “Why pay for servants when I can get them for free?” Chief among her remaining hirelings is a frost giant 9th level cleric of Nethrancor that tends the temple and re-casts the unhallow as needed.

Dusk’s cloud island migrates with the prevailing winds: south in the autumn and north in the spring, covering a huge swath of area. Dusk never abducts more than two children from a city or one child from smaller towns; this has prevented her from being the target of righteous crusades. She puts the child in her bag of holding and becoming incorporeal, flies back to her castle. In the lands over which her cloud island flies, many are the tales of child-snatching in the middle of the night never to be seen again perpetrated by “Baba Yaga” (as she is sometimes referred to), some type of ghost, or spectre.
Dusk speaks Common.
COMBAT
Dusk prefers to strike from hiding or ambush in order to employ her sneak attack (also possibly with Death Blade). Ranged opponents find no corporeal target, until Twin Death has moved to a hiding place and becomes corporeal with concealment or cover. Using her incorporeal movement very few creatures can outrun her, so prey rarely get away. She will use her opportunist attack whenever possible so she likes sending in the fodder to provide ample flanking attempts.

Weapon and Armor Proficiency: Dusk is proficient with all simple weapons plus the hand crossbow, rapier, sap, shortbow, and short sword. Dusk is proficient with light armor but not with shields.

Corporeal Form:
At will, as a standard action, Dusk can change from her incorporeal form to her corporeal form or vice versa. In incorporeal form, Dusk moves at Fly 60 feet and her DR does not change. Further, Dusk in incorporeal form gains a +3 deflection bonus to her AC. Items carried and clothes worn change with the shadowy assassin; but are unusable while incorporeal for anything other than appearance (and then only to those that can see invisible creatures).

Death Blade (Su): Only usable with sneak attack and her Shadow Blade imbued with Death Touch. A successful sneak attack requires the victim to make a Fortitude save (DC 21) or die. Successful saves still suffer sneak attack damage. This ability cannot be used when incorporeal.

Death Touch (Sp): 1/round as a free action, if hidden, Dusk can activate this ability to imbue her Shadow Blade (in her hand) with Death Touch for one successful (sneak) attack. The blade remains enchanted for up to 1 minute or until Dusk scores a successful sneak attack, whichever comes first. This ability cannot be used while incorporeal. As Dusk has her Shadow Blade expertly hidden and both magically and mundanely protected; she does not use this ability.

Defensive Roll (Ex): When Dusk would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can’t attempt a defensive roll.

Evasion (Ex): If Dusk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if Dusk is wearing light armor or no armor. If helpless, Dusk does not gain the benefit of evasion.

Fear Aura (Su): Dusk is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at her must succeed on a Will save (DC 21) or be affected as though by a fear spell from a 16th level sorcerer. A creature that successfully saves cannot be affected again by Dusk’s aura for 24 hours.

Immortality (Ex): Dusk is not permanently killed as long as her Shadow Blade survives. She revives, next to her Shadow Blade 1d10 days later.

Immunities (Ex): Dusk has immunity to cold, electricity, polymorph, and mind-affecting attacks.

Improved Evasion (Ex): This ability works like evasion, except that while Dusk still takes no damage on a successful Reflex saving throw against attacks henceforth she now takes only half damage on a failed save. If helpless, Dusk does not gain the benefit of improved evasion.

Improved Uncanny Dodge (Ex): Dusk can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking it, unless the attacker has at least 20 levels of rogue.

Magic Jar (Sp): Once per day, Dusk can use magic jar as a 12th level caster on anyone foolish enough to touch her Shadow Blade; Will save (DC 21) negates.

Opportunist (Ex): Once per round, Dusk can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as one of Dusk’s attacks of opportunity for that round. Dusk can’t use the opportunist ability more than once per round.

Shape Shadows (Su): At will while in shadows, a shadowy assassin can create a shadowy version of a creature that it has seen that has substance in only 1 hour + the size modifier. Items and creatures can be made according to their size: T or smaller: 1 minute; Small: 5 minutes; Medium: 10 minutes; Large: 15 minutes; Huge: 30 minutes; Gargantuan: 1 hour; Colossal: 2 hours; Colossal+: 3 hours; Awesome (large castles, towns, small and large cities, and other large structures): 10 hours. Having 5 or more ranks in a Craft skill allows the shadowy assassin to make masterwork versions of those kinds of items. Only one item or creature can be made at a time. Creatures will have some skills and some personality traits of whomever they copy (60% of skill ranks). Items that are masterwork can be enchanted. Creating an item or creature using the Shape Shadows ability gives the item the shadesteel property, and gives the creature the shadesteel subtype.

Touch Attack (Su): Dusk has a touch attack that she can use once per round. The touch attack uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 21) halves the damage.

Trap Sense (Ex):
Dusk gains an intuitive sense that alerts her to danger from traps, giving her a +5 bonus on Reflex saves made to avoid traps and a +5 dodge bonus to AC against attacks made by traps.

Trapfinding (Ex): Dusk can use the Search skill to locate traps when the task has a DC higher than 20.
Dusk can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
If Dusk beats a trap’s DC by 10 or more with a Disable Device check; she can study a trap, figure out how it works, and bypass it (with her group) without disarming it.

Uncanny Dodge (Ex): Dusk can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
 
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gyor

Legend
Wow to the thread, clearly a work of passion and creativity.

Is this a reference to Elder Dragons from MtG or just Elder Dragons in traditional D&D or for homebrew campaign?
 

ElectricDragon

Explorer
SHADOW SPY
Small Undead (Incorporeal)
Hit Dice:1d12+3 (9 hp)
Initiative:+0
Speed:Fly 30 ft (perfect) (6 squares)
Armor Class:10, touch 10, flat-footed 10
Base Attack/Grapple:+0/—
Attack:Incorporeal touch +0 melee (1d2 Intelligence drain)
Full Attack:Incorporeal touch +0 melee (1d2 Intelligence drain)
Space/Reach:5 ft./5 ft.
Special Attacks:Incorporeal touch
Special Qualities:Darkvision 60’, daylight vulnerability, incorporeal traits, undead traits
Saves:Fort +0, Ref +0, Will +2
Abilities:Str —, Dex 11, Con —, Int 5, Wis 11, Cha 10
Skills:Hide +4*, Spot +0
Feats:Toughness
Environment:Any
Organization:Solitary, cadre (2–8), or unit (10–20)
Challenge Rating:1
Treasure:None
Alignment:Always neutral evil
Advancement:
Level Adjustment:
A shadow spy appears as no more than a shadow with two pinpoints of green light for eyes. A shadow spy is vaguely humanoid-shaped unless hiding in shadows and conforming to their shape. Often, a shadow spy looks out from a shadow where it is hiding, so all that can be seen are two pinpoints of green light in the middle of a shadow, much like some feral beast looking out of the foliage in the dark.

They are created in a special ritual. Usually teenagers and children of medium races are made into shadow spies. Halflings, goblins, and gnomes of all ages are also often fodder for this ritual; because medium creatures can be made into more dangerous types of undead. The soon-to-be-shadow-spies are sacrificed in a ceremony that binds their spirits to both shadowstuff and the leader of the ritual. Most of the time, this is a huge ceremony involving the sacrifice of hundreds of youths and small-sized humanoids. The resulting shadow spies are totally faithful to their creator. They understand any language their creator can speak.
The next night a second ritual provides the creator the means to understand the semi-language of gestures of the shadow spies through a gem made in a separate ceremony the next night. Without the gem, information can not be received from the shadow spy (though it still retains the ability to understand its creator's languages).
COMBAT
Shadow spies avoid combat if possible, seeking only to observe and report. If forced into combat, the shadow spy uses its incorporeal touch and retreats as soon as it is able.
Daylight vulnerability: Natural daylight burns away a shadow spy in one round, leaving nothing but a distant cry lost on the wind. Any spell with the light descriptor does 1d4 damage per spell level to the shadow spy (Reflex for half).
Incorporeal: The shadow spy has no physical body. It is immune to all nonmagical attack forms. It can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects.
Incorporeal Touch (Su): The shadow spy drains Intelligence permanently with a touch. On each successful attack, the shadow spy gains 5 temporary hit points (10 on a critical). Creatures reduced to 0 Intelligence are treated as if they had the insanity: catatonia; they no longer notice their surroundings and can no longer care for themselves (eat, drink, fight, walk, etc.), but they defend themselves normally.
Skills: The shadow spy gains a +4 racial bonus to all spot checks made while hiding; this replaces the normal penalty to spot checks while hiding. A shadow spy gains a +4 racial bonus to all hide checks made to hide in shadows (as opposed to behind cover).
 
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ElectricDragon

Explorer
Soulless Knight Template
A soulless knight is an undead warrior, usually a fighter or ranger, but sometimes a blackguard, barbarian, or fallen paladin who has used a dark ritual to trade its life for the strength and longevity of undeath in order to seek revenge or retribution on individuals or organizations that it failed to destroy while alive. Unfortunately, being undead, the target of their revenge quickly changes to “all living creatures”. Soulless knights lose the ability to feel any emotion except rage. As undead, they are still immune to enchantments that cause emotions, even rage.
A soulless knight is a gaunt and partly skeletal humanoid dressed in blood-stained armor. Its eyes have long ago been lost to decay, but bright pinpoints of emerald light burn on in the empty sockets, sometimes from behind its bloody visor.
Soulless knights speak Draconic plus any other languages they knew in life.

Undeath’s Retribution

Unknown to soulless knights, the process of becoming this type of undead unhinges the mind of the undeath postulate and always changes the target of their revenge to “all living creatures”. Some take longer than others to experience this goal shift, but all eventually shift goals, taking up to a year (3d4 months) before they succumb to “undeath’s retribution”. Soulless knights that have succmbed can no longer feel any emotion except rage. Barbarian soulless knights are the only ones that have a practical use for this rage; but all soulless knights experience this rage.

CREATING A SOULLESS KNIGHT
"Soulless knight" is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature), provided it has at least a +13 base attack bonus and can create the required soul weapon [Craft (weaponsmithing) 5+ ranks] and soul armor [Craft (armorsmithing) 5+ ranks.
A soulless knight has all the base creature's statistics and special abilities except as noted here.

Size and Type:
The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. The creature gains the augmented subtype.
Hit Dice: Increase all current and future Hit Dice to d12s.
Armor Class: A soulless knight has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better.
Attack: A soulless knight has a touch attack that it can use once per round. If the base creature can use weapons, the soulless knight retains this ability. A creature with natural weapons retains those natural weapons. A soulless knight fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A soulless knight armed with a weapon uses its touch or a weapon, as it desires.
Full Attack: A soulless knight fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
Damage: A soulless knight without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 soulless knight's HD + soulless knight’s Cha modifier) halves the damage. A soulless knight with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.

Special Attacks:

Save DCs are equal to 10 + 1/2 soulless knight's HD + soulless knight’s Cha modifier unless otherwise noted. A soulless knight retains all the base creature’s special attacks and gains those described below:

Bleeding Wounds (Su):
Any successful attack made by the soulless knight deals bleeding damage of 1 hp per round for 10 rounds or until it is bandaged (standard action). Multiple successful attacks (and thus wounds) on the same creature stack: i.e. 2 hits equals 2 hp bleeding damage per round. It doesn’t matter if the attack was with its touch attack, soul weapon attack, or some other weapon attack, each one deals: +1 hp bleeding damage per round for 10 rounds. A regeneration spell or effect counters this ability for the creature with that effect.

Fear Aura (Su):
Soulless knights are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the soulless knight must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the soulless knight's level. A creature that successfully saves cannot be affected again by the same soulless knight’s aura for 24 hours.

Rage: (Su): If the base creature has the ability to go into a rage; for the soulless knight, the ability changes and becomes supernatural (Su) instead of extraordinary (Ex). No longer will the soulless knight gain Constitution bonuses from its rage, but instead it gains +2 hp/HD that go away when the rage ends. The duration of the rage is set at 5 rounds. The soulless knight is no longer fatigued at the end of the rage and is no longer limited to only one rage per encounter.

Touch Attack (Su): A soulless knight has a touch attack that deals 1d8+5 negative energy damage. A successful Will save 10 + ½ soulless knight’s HD + soulless knight’s Charisma modifier reduces damage by half.

When armed with his soul weapon a soulless knight gains the ability to activate two special attacks of his soul weapon:

Soul Draining (Su):
At will, at night only, as a swift action, R 30 feet, Target: one creature; Save: Fort neg. When the soulless knight has its soul weapon in hand, the soulless knight can activate the soul weapon's draining ability on one target creature. While the weapon is draining, the soulless knight cannot activate the soul draining ability again or use the soul weapon’s undead squire ability, but the soul weapon still functions as a +3 magic weapon.

Upon a failed Fortitude save, the weapon drains the victim's soul in a small luminously vaporous stream through the air from the target creature to the soulless knight's soul weapon until the soulless knight is destroyed, the target creature dies, the soul weapon is destroyed, or a new day dawns, whichever occurs first. If the target creature subsequently leaves the initial range, the weapon continues to drain the soul from its victim as long as the weapon and the creature are both on the same plane. Even if the soulless knight is disarmed; the weapon continues its draining. [In game terms, the victim takes one point of Constitution damage each round until the effect ends due to dawn, the death of either the soulless knight or the victim, or the destruction of the weapon.]

Unlike vampires, soulless knights do not crave blood, there is no bloodthirst for them; nevertheless a soulless knight gains a bonus 2d10 negative energy when a victim dies from soul draining. The soulless knight can choose to spend each d10 of this energy as a free action to either heal itself or deal extra damage on its next attack The weapon must be in hand in order to use any of the stored negative energy. [Up to 10d10 negative energy (5 creatures) can be stored in the soul weapon for later use. Random soulless knights have 1 to 10 d10's of negative energy stored when encountered].

Any creature drained to 0 Constitution is forever dead, a dried husk that quickly crumbles to dust and blows away on the first wind. It takes a true resurrection or equivalent magic (wish, miracle, the reality revision psionic power, or deific power) to bring such a creature back from this grave.

Undead Squire (Sp):
1/day (at night only) as a standard action, as long as the weapon is not draining some creature, the soulless knight can call upon the dark powers that gave him the gift of undeath to imbue the soul weapon with power word undeath using his character level as his caster level and affecting only the next creature hit with the soul weapon, otherwise exactly like the spell].

Special Qualities:

A soulless knight retains all the base creature’s special qualities and gains those described below. Some of the base creature’s special abilities also change to reflect its new undead state.

Animal Companion (Ex):
If the base creature has an animal companion; it abandons him and he can no longer gain a new one. Druid soulless knights are very rare.

Damage Reduction (Su):
A soulless knight’s undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Immortality (Su):
Both a soul weapon and a set of armor are required to make a soulless knight. The armor and weapon become the focal point of the soulless knight’s being: if both armor and weapon survive, A destroyed soulless knight will reappear next to the weapon and wearing the armor (if both are carried together and the armor is not worn by someone else) 2d4 days later; if worn by another, the parts are separated, or the weapon was destroyed: the soulless knight appears next to his armor 2d4 days later; if only the soul weapon survives, the soulless knight will appear next to the soul weapon 2d6 days later. When killed, a soulless knight vanishes in a puff of reeking vapor (Fort save DC 10 within 5 feet or sickened for 1 round), leaving any physical gear, armor, and weapons to clatter to the ground where it had just stood.

A soulless knight can always locate his soul weapon or soul armor as if affected by a locate objects spell.

Remaking a soul weapon requires a repeat of the first ceremony (as much as possible, soulless knights do not bleed, and crafting the armor can be skipped). Remaking the soul armor is more problematic and requires a special service to Nethrancor just to learn how to re-forge it.

Immunities:
Soulless knights have immunity to cold, electricity, polymorph, and mind-affecting attacks.

Inspire Courage (Su) or Inspire Heroics (Su):
If the base creature has the ability to use inspire courage or inspire heroics; the morale bonuses change to profane bonuses.

Lay on Hands (Su):
If the base creature has the ability to Lay on Hands; that ability changes to heal only undead. So the soulless knight can use this ability to heal himself, his undead followers (if he has any) and his undead companion (if he has one); but he can no longer use this ability to heal his fiendish servant. This ability cannot be used to deal damage.

Turn Resistance (Ex):
A soulless knight has +4 turn resistance.

Unholy Agility (Su):
The soulless knight's soul weapon infuses the base creature with the ability to move out of the way of most blows. This equates to a bonus to its hit points. A soulless knight gains its Dexterity modifier as a bonus to each Hit Die as long as it has its weapon in hand. A soulless knight bereft of weapon loses that full number of bonus hp even if it has less than that amount of hp left. A disarmed soulless knight is an easier kill and disarming can even destroy the creature if it was already damaged enough.

Wholeness of Body (Su):
If the base creature has wholeness of body; the healing changes to negative energy but heals the same amount.

Abilities:
Increase from the base creature as follows: Str +4, Dex +4. Being undead, a soulless knight has no Constitution score.
Skills: Soulless knights have a +8 racial bonus on Climb, Jump, Listen, Search, Spot, and Swim checks; otherwise same as the base creature.
Languages: The soulless knight speaks Draconic in addition to any languages it knew in life.
Organization: Solitary or troupe (1 soulless knight plus 2d4 ritual zombies, 1 wight, and 1d3 ghouls).
Challenge Rating: Same as the base creature +2.
Treasure: Standard coins; double goods; double items.
Alignment: Any evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +4.
Personality: The soulless knight changes it personality and goals slowly. Eventually, rage is the only emotion a soulless knight can feel and it still wants to feel emotions.

Note on abilities that change: Any healing changes to negative energy providing the same amount of healing to an undead creature (sometimes limited to self only). Morale bonuses change to profane bonuses. Animals will not willingly stay around undead.

SOULLESS KNIGHT CHARACTERS
The process of becoming a soulless knight is unspeakably evil and can be undertaken only by a willing character. A soulless knight retains all class abilities he had in life.
Soulless knight characters that owe a service to The Death Father leave their armor in Nethrancor’s safekeeping while on their missions. Nethrancor provides comparable armor for the soulless knight’s use while he is performing a service for The Death Father.
 
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ElectricDragon

Explorer
Example Soulless Knights

“Lord Night”

SOULLESS KNIGHT
MALE DWARF

13TH LEVEL FIGHTER
Medium Undead (Augmented Humanoid: Dwarf)
Hit Dice:13d12+52 (136 hp/84 hp without soul weapon)
Initiative:+8 (+4 Dex, +4 feat)
Speed:20 ft. (4 squares)
Armor Class:36 (+1 Dex, +11 armor, +5 shield, +7 natural, +2 deflection, +4 dodge vs. giant type), 13 touch , 35 flat-footed
Base Attack/Grapple:+13/+17
Attack:+3 dwarven waraxe (soul weapon) +24 melee 1d10+13 (19-20/x3) or touch attack +17 melee touch 1d8+5 (20/x2) or +2 heavy crossbow +17 ranged 1d10+2 (19-20/x2)
Full Attack:+3 dwarven waraxe (soul weapon) +24/+19/+14 1d10+13 (19-20/x3) or +3 dwarven waraxe (soul weapon) +18/+13/+8 melee 1d10+13 (19-20/x3) and touch attack +7 melee touch 1d8+5 (20/x2), or touch attack +17 melee touch 1d8+5 (20/x2) or +2 heavy crossbow +17 ranged 1d10+2 (19-20/x2)
Space/Reach:5 ft./5 ft.
Special Attacks:Fear aura, bleeding wounds, soul draining, unholy squire
Special Qualities:Darkvision 60 feet, DR 15/bludgeoning and magic, immortality, immunities, stonecunning, turn resistance +4, unholy agility
Saves:Fort +8, Ref +6, Will +5 [+2 vs. spells]
Abilities:Str 22, Dex 18, Con —, Int 13, Wis 12, Cha 8
Skills:Climb +21, Craft (armorsmithing) +11, Craft (weaponsmithing) +11, Jump +21, Listen +9, Search +9, Spot +9, Swim +4
Feats:Blind-Fight, Cleave, Great Cleave, Greater Weapon Focus (dwarven waraxe), Greater Weapon Specialization (dwarven waraxe), Improved Critical (dwarven waraxe), Improved Initiative, Power Attack, Power Critical (dwarven waraxe), Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe)
Environment:Underground
Organization:Solitary or company (soulless knight, 1 wraith, 1 wight, and 2 ghouls)
Challenge Rating:15
Treasure:+3 full plate (soul armor):+3 heavy steel shield; +3 amulet of natural armor; +2 ring of protection; +2 heavy crossbow; +3 dwarven waraxe (soul weapon) +5 vs. magic-using or enchanted creatures; dark blue hooded cloak; 20 heavy crossbow bolts in case; 47,500 gp; book of dark poetry (written in Undercommon).
Alignment:Lawful evil
Advancement:By character class
Level Adjustment:+4
Negative Energy6d10

Lord Night’s whole clan was massacred by an orc horde while he was out hunting down some goblins that had been waylaying miners in one of the clan’s mines. Finding his whole extended family (including the clan’s few children) lying dead, along with many dead orc raiders; he swore a bloodquest to rid the world of all orcs. He took the name Night as a reminder of that he was the last of his clan and had begun the last long night of his clan. Lord Night then swore revenge against all orcs.

Years later, bloodied, haggard, and nearly insane; with a huge number of dead orcs he had swept into their own deep dark night; he retrieved a book of dark poetry from a dead orc shaman. This book of poetry had at the end of the book, detailed in Undercommon, the Soul Weapon ritual. The dark poetry talked to Lord Night in a language he understood and finding the recipe at the back of the book seemed fortuitous. Taking a break from his revenge, he studied the poetry while he gathered the ritual components to began the Soul Weapon ritual.

Not long after, Lord Night began his unlife and used that unlife to continue his retribution against orcs for nearly a year before he started attacking to kill all living creatures. Lord Night no longer sees any living creature as worthy of living. His goal has changed and he has put all living creatures in the same category as the orcs he once sword a bloodoath to destroy. Thus all living creatures deserve nothing more than a quick death.

Lord Night’s ritual zombies were destroyed long ago, but he still controls several undead created by his Undead Squire ability.

Lord Night speaks Common, Draconic, Dwarven, and Undercommon.

Weapon and Armor Proficiency:
Lord Night is proficient in all Simple and Martial weapons as well as dwarven waraxes and dwarven urgoshes; with all armors (Light, Medium, and Heavy) and with all types of shields (including tower shields).

COMBAT
Lord Night prefers to start combat from afar with his heavy crossbow that deals bleeding damage when he uses it. Closing on the soulless knight is even more dangerous though, with his touch attack and martial proficiency. Against unarmored opponents, he uses his full Power Attack hoping to Cleave into another opponent.

Bleeding Wounds (Su):
Every successful hit by any weapon or touch attack of Lord Night deals +1hp bleeding damage for 10 rounds starting the round after damage is applied. Multiple hits stack. Bandaging stops all bleeding and is a standard action that draws an attack of opportunity. Bandaging another creature is a move action for both creatures (unconscious creatures are assumed to spend this move action automatically).

Damage Reduction (Su):
Lord Night’s undead body is especially tough, giving him damage reduction 15/bludgeoning and magic.

Dwarf Racial Abilities:
Lord Night gains a +1 to attacks vs. orcs and goblinoids; a +4 vs. bull rushes or trips; a +4 dodge bonus vs. giants; a +2 racial bonus on Search checks for unusual stonework; and the ability to intuit depth underground.

Fear Aura (Su):
Lord Night is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at him must succeed on a Will save or be affected as though by a fear spell from a 13th level sorcerer. A creature that successfully saves cannot be affected again by Lord Night’s aura for 24 hours.

Immunities:
Lord Night has immunity to cold, electricity, polymorph, and mind-affecting attacks.

Soul Draining (Su):
At will, at night only, as a swift action, R 30 feet, one creature; Save: Fort DC 15 negates. When Lord Night has his soul weapon in hand, Lord Night can activate the soul weapon's soul draining ability on one target creature. While the weapon is draining, Lord Night cannot activate the soul draining ability again or use the soul weapon’s undead squire ability, but the soul weapon still functions as a +3 magic weapon.

Upon a failed Fortitude save, the weapon drains the victim's soul in a small luminously vaporous stream through the air from the target creature to the soulless knight's soul weapon until Lord Night or the target creature dies, the soul weapon is destroyed, or a new day dawns, whichever occurs first. If the target creature subsequently leaves the initial range, the weapon continues to drain the soul from its victim as long as the weapon and the creature are both on the same plane. Even if the soulless knight is disarmed; the weapon continues its draining. The victim takes one point of Constitution damage each round until the effect ends due to dawn, the death of Lord Night, death of the victim, or destruction of the weapon.

Lord Night gains 2d10 negative energy when a victim dies from soul draining. He can choose to spend each 1d10 of this energy as a swift action to either heal himself or deal extra damage on his next successful attack (this extra damage is not multiplied if a critical hit is scored and only 1d10 of negative energy can be used each round). The weapon must be in hand in order to use any of the stored negative energy. Up to 10d10 negative energy (5 creatures) can be stored in the soul weapon for later use. Lord Night has 6d10 negative energy stored in his soul weapon when encountered.

Any creature drained to 0 Constitution is forever dead, a dried husk that quickly crumbles to dust and blows away on the first wind. It takes a true resurrection or equivalent magic (wish, miracle, the reality revision psionic power, or deific power) to bring such a creature back from this grave.

Turn Resistance (Ex):
Lord Night has +4 turn resistance (turn as if 17HD).

Undead Squire (Sp):
1/day (at night only) as a standard action, as long as the weapon is not draining some creature, Lord Night can call upon the dark powers that gave him the gift of undeath to imbue the soul weapon with power word undeath as a 13th level caster and affecting only the next creature hit with the soul weapon within 1 minute, otherwise exactly like the spell].

Unholy Agility (Su):
Lord Night's soul weapon infuses him with the ability to move out of the way of most blows. Lord Night gains his Dexterity modifier (+4) as a hit point bonus to each Hit Die (+52 hp) as long as he has his weapon in hand. A soulless knight bereft of weapon loses the full number of bonus hp even if he has less than that amount of hp left. If disarmed, Lord Night is an easier kill. Disarming can even destroy Lord Night if he was already damaged enough.

Skills:
Lord Night gains a +8 racial bonus on Climb, Jump, Listen, Search, Spot, and Swim checks. Lord Night gains a +2 racial bonus on Craft checks related to stone or metal and to Appraise checks related to stone or metal.

Equipment: +3 full plate (soul armor): exquisitely crafted and embellished full plate; +3 dwarven waraxe (soul weapon) +5 vs. magic-using and enchanted creatures: set with a large emerald on the end of the hilt and dwarven runes along along the blade edge that spell out: “Night’s Razor”; +3 heavy steel shield: emblazoned with a yellow half-moon on a dark blue background; +2 ring of protection: silver ring set with black pearl; +3 amulet of natural armor: silver pendant with ebony silhouette of a skull; +2 heavy crossbow : darkwood heavy crossbow with metal pieces made of mithral; hooded cloak: ermine trimmed: dark blue hooded cloak.
 

ElectricDragon

Explorer
“Bloody Mary”
SOULLESS KNIGHT
FEMALE ½ ORC

14TH LEVEL BARBARIAN
Medium Undead (Augmented Humanoid: Human and Orc)
Hit Dice:14d12+56 (147 hp/175 hp when raging/91 hp without soul weapon/119 hp raging without soul weapon)
Initiative:+4 (+4 Dex)
Speed:40 ft. (8 squares); in armor 30 ft. (6 squares)
Armor Class:31 (+3 Dex, +8 armor, +8 natural, +2 deflection), touch 15, flat-footed 28
Base Attack/Grapple:+13/+20
Attack:+3 orc double axe (soul weapon) +24 melee 1d8+13 (19-20/x3) or touch attack +20 melee touch 1d8+5 (20/x2) or +2 composite longbow +19 ranged 1d8+2 (20/x3)
Full Attack:+3 orc double axe (soul weapon) +22/+17/+12 melee 1d8+10 (19-20/x3) and +3 orc double axe (soul weapon) +22/+17 melee 1d8+6 (19-20/x3) or +3 orc double axe (soul weapon) +22/+17/+12 melee 1d8+10 (19-20/x3) and touch attack +18 melee touch 1d8+5 (20/x2), or touch attack +20 melee touch 1d8+5 (20/x2) or +2 composite long bow +19/+14/+9 ranged 1d8+2 (20/x3)
Space/Reach:5 ft./5 ft.
Special Attacks:Fear aura, bleeding wounds, rage 4/day, soul draining, unholy squire
Special Qualities:Darkvision 60 feet, DR 15/bludgeoning and magic, greater rage, immortality, immunities, improved uncanny dodge, trap sense +4, turn resistance +4, uncanny dodge, unholy agility
Saves:Fort +8, Ref +8, Will +5
Abilities:Str 24, Dex 18, Con —, Int 10, Wis 13, Cha 10
Skills:Climb+14, Craft (armorsmithing) +12, Craft (weaponsmithing) +12, Jump +23, Listen +20, Literacy, Search+8, Spot+20, Survival +12, Swim+9
Feats:Exotic Weapon Proficiency (orc double axe), Improved Critical (orc double axe), Improved Two Weapon Fighting, Two Weapon Fighting, Weapon Focus (orc double axe)
Environment:Underground
Organization:Solitary or company (soulless knight, 3 wights, and 3 ritual zombies)
Challenge Rating:16
Treasure:+3 orc double axe (soul weapon) +5 vs. magic-using or enchanted creatures; +3 breastplate (soul armor); amulet of natural armor +3; ring of protection +2; +2 composite longbow
Alignment:Chaotic evil
Advancement:By character class
Level Adjustment:+4
Negative Energy:3d10
Bloody Mary was the leader of a large orc band that raided the north many years ago. Her and her tribe’s habit of bathing in the blood of their enemies lead them to become the most hated and feared force on the roads. Eventually, a group of townsfolk hired an adventuring group to hunt them down and wipe them out. Only Mary escaped the final battle. She swore to find and destroy each and every adventurer and townsperson and bathe in their blood.



Ten years later, still hunting for several more adventurers; Bloody Mary grew desperate because her life was so much shorter than those whom she hunted (elves, dwarves, and humans). In a dream, Nethrancor offered her immortality through the Soul Weapon ritual so that her revenge could be complete. Bloody Mary jumped at the chance. She fulfilled her service in just 6 months (being destroyed fulfills the service) and then returned to her original plan of hunting down those who had massacred her tribe. Only two months later, she forgot her focused revenge and began indiscriminately killing any creature and bathing in its blood.

Bloody Mary is usually covered in a fresh layer of blood when encountered.

Bloody Mary speaks Common, Draconic, and Orc.

Weapon and Armor Proficiency:
Bloody Mary is proficient in all Simple and Martial weapons as well as the orc double axe; with Light and Medium armors; and with shields (excluding tower shield).

COMBAT

Bloody Mary prefers to start combat from afar with her composite longbow, while her undead followers close to the attack. She concentrates on one opponent at range to deal multiple instinces of bleeding damage to it. Closing on Bloody Mary is even more dangerous though, with her touch attack, greater rage, and martial proficiency.

Bleeding Wounds (Su):
Every successful hit by any weapon or touch attack of Bloody Mary deals +1hp bleeding damage for 10 rounds. Multiple hits stack. Bandaging stops the bleeding and is a standard action that draws an attack of opportunity. Bandaging another creature is a move action for both creatures (unconscious creatures are assumed to spend this move action automatically).

Damage Reduction (Su):
Bloody Mary’s undead body is especially tough, giving her damage reduction 15/bludgeoning and magic.

Fear Aura (Su):
Bloody Mary is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at her must succeed on a Will save DC 17 or be affected as though by a fear spell from a 14th level sorcerer. A creature that successfully saves cannot be affected again by Bloody Mary’s aura for 24 hours.

Immunities:
Bloody Mary has immunity to cold, electricity, polymorph, and mind-affecting attacks.

Rage (Su):
4 times per day, Bloody Mary can go into a berserk rage. In a rage, Bloody Mary temporarily gains a +6 bonus to Strength (30 Str), and 2 bonus hp per HD (+28 hp), but she takes a –2 penalty to Armor Class. The hit points go away at the end of the rage when her Strength score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) A fit of rage lasts for 5 rounds. Bloody Mary may prematurely end her rage but only on her turn. At the end of the rage, Bloody Mary loses the rage modifiers and restrictions.
Bloody Mary can fly into a new rage as soon as her present rage ends and is not limited to only once per encounter. Entering a rage takes no time itself, but Bloody Mary can do it only during her action, not in response to someone else’s action. As undead, Bloody Mary is immune to fatigue and exhaustion.

Soul Draining (Su): At will, at night only, as a swift action Bloody Mary can activate the Soul Draining power of her soul weapon. This power affects one creature within 30 feet; Save: Fort DC 17 negates. When Bloody Mary has her soul weapon in hand, she can activate the soul weapon's soul draining ability on one target creature. While the weapon is draining, Bloody Mary cannot activate the soul draining ability again or use her undead squire ability, but the weapon still functions as a +3 magic weapon.

Upon a failed Fortitude save, the weapon drains the victim's soul in a small luminously vaporous stream through the air from the target creature to Bloody Mary's soul weapon until Bloody Mary or the target creature dies, the soul weapon is destroyed, or a new day dawns, whichever occurs first. If the target creature subsequently leaves the initial range, the weapon continues to drain the soul from its victim as long as the weapon and the creature are both on the same plane. Even if Bloody Mary is disarmed; the weapon continues its draining. The victim takes one point of Constitution damage each round until the effect ends due to dawn, the death of Bloody Mary, death of the victim, or destruction of the weapon.

Bloody Mary gains 2d10 negative energy when a victim dies from soul draining. She can choose to spend each 1d10 of this energy as a swift action to either heal herself or deal extra damage on her next successful attack (this extra damage is not multiplied if a critical hit is scored and only 1d10 of negative energy can be used each round). The weapon must be in hand in order to use any of the stored negative energy. Up to 10d10 negative energy (5 creatures) can be stored in the soul weapon for later use. Bloody Mary has 3d10 negative energy stored in her soul weapon when encountered.

Any creature drained to 0 Constitution is forever dead, a dried husk that quickly crumbles to dust and blows away on the first wind. It takes a true resurrection or equivalent magic (wish, miracle, the reality revision psionic power, or deific power) to bring such a creature back from this grave.

Turn Resistance (Ex):
Bloody Mary has +4 turn resistance (Turn as if 18HD).

Undead Squire (Sp):
1/day (at night only) as a standard action, as long as the weapon is not draining some creature, Bloody Mary can call upon the dark powers that gave her the gift of undeath to imbue the soul weapon with power word undeath as a 14th level caster and affecting only the next creature hit with the soul weapon within 1 minute, otherwise exactly like the spell].

Unholy Agility (Su):
Bloody Mary's soul weapon infuses her with the ability to move out of the way of most blows. Bloody Mary gains her Dexterity modifier (+4) as a bonus to each Hit Die (+56 hp) as long as she has her weapon in hand. A soulless knight bereft of weapon loses the full number of bonus hp even if she has less than that amount of hp left. If disarmed, Bloody Mary is an easier kill and disarming can even destroy her if she were already damaged enough.

Skills:
Bloody Mary gains a +8 racial bonus on Climb, Jump, Listen, Search, Spot and Swim checks.

Equipment:
+3 breastplate (soul armor): exquisitely crafted and embellished breast plate with a stylistic roaring lion’s head engraved into the breastplate; +3 orc double axe (soul weapon) +5 vs. magic-using or enchanted creatures:mithral blades and oak handle with draconic runes running along the blade edges that spell out: “Headcleaver” in Draconic; +2 Ring of Protection: gold ring set with diamond; +3 amulet of natural armor: gold hawk pendant; +2 composite longbow: layered white ash and gorgon horn bow, woven dryad hair string.
 
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ElectricDragon

Explorer
“The Black Knight”
SOULLESS KNIGHT
MALE HUMAN

9TH LEVEL (FALLEN) PALADIN/7TH LEVEL BLACKGUARD
Medium Undead (Augmented Humanoid: Human)
Hit Dice:16d12+48 (152 hp/104 hp without soul weapon)
Initiative:+7 (+3 Dex, feat +4)
Speed:20 ft. (4 squares)
Armor Class:31 (+1 Dex , +12 armor, +6 natural, +2 deflection), 13 touch , 30 flat-footed
Base Attack/Grapple:+16/+18
Attack:+3 bastard sword (soul weapon) +23 melee 1d10+6 (17-20/x2) or claw +19 melee 1d10+2 plus disease (20/x2) or touch attack +19 melee touch 1d8+5 (20/x2) or masterwork composite longbow [Str 14] +20 ranged 1d8+2 (20/x3)
Full Attack:+3 bastard sword (soul weapon) +23/+18/+13 1d10+6 (17-20/x2) or +3 bastard sword (soul weapon) +19/+14/+9 melee 1d10+6 (17-20/x2) and touch attack +15 melee touch 1d8+5 (20/x2) or +3 bastard sword (soul weapon) +19/+14/+9 melee 1d10+6 (17-20/x2) and claw +15 melee 1d10+1 plus disease (20/x2) or touch attack +19 melee touch 1d8+5 (20/x2) or masterwork composite longbow [Str 14] +19/+14/+9 ranged 1d8+2 (20/x3)
Space/Reach:5 ft./5 ft.
Special Attacks:Fear aura, bleeding wounds, command undead, smite good 5/day (+2 +7), sneak attack +3d6, soul draining, unholy squire
Special Qualities:Low-light vision, DR 15/bludgeoning and magic, immortality, immunities, turn resistance +4, unholy agility
Saves:Fort +11, Ref +8, Will +7
Abilities:Str 17, Dex 16, Con —, Int 10, Wis 14, Cha 15
Skills:Climb +6, Concentration +12, Craft (armorsmithing) +5, Craft (weaponsmithing) +5, Hide +3, Jump +0, Knowledge (religion)+5, Listen +10, Ride +6, Search +8, Spot +10, Swim +1
Feats:Exotic Weapon Proficiency (bastard sword), Extra Turning, Improved Critical (bastard sword), Improved Initiative, Improved Turning, Weapon Focus (bastard sword)
Environment:Underground
Organization:Solitary or company (soulless knight, skeletal companion, 5 ritual zombies, fiendish heavy warhorse, and 5 ghouls) and possibly 2-3 ghasts
Challenge Rating:18
Treasure:Demon armor (soul armor); +3 bastard sword (soul weapon) +5 vs. magic-using or enchanted creatures; ring of protection +2; cloak of resistance +2; amulet of natural armor +1
Alignment:Lawful evil
Advancement:By character class
Level Adjustment:+4
Negative Energy9d10


“None shall pass. Tis but a scratch. I’ve had worse.”
the black knight; Monty Python and the Holy Grail.

The Black Knight started out his career as a loyal paladin of his church. His name and the church are both lost to the ages; not even The Black Knight remembers those details. His lifelong companion was imprisoned for a crime she didn’t commit, but before the paladin could find evidence of her innocence; she was executed. The paladin appealed to his church to bring her back to life; but they refused to raise a convicted felon from the grave. Though he had spent most of his life in service to his church; he spurned what the religion stood for and broke his vows. He hired a sorcerer to summon a minor devil so that he could become a blackguard. He declared open war on everyone involved in this miscarriage of justice: those that condemned her, those that imprisoned her, whoever had perpetrated the crime, and the executioner, as well as those that gave succor to anyone involved with the trial.

Several years of hunting down every last creature brought him to the Royal Prosecutor. Finding a copy of the Soul Weapon ritual among the papers that proved his companion’s innocence drove him over the edge enough that he gathered the ingredients and performed the ritual to become a soulless knight.

That was nearly 700 years ago, and The Black Knight no longer even remembers being human.
The Black Knight dresses in his black demonic-looking soul armor.
The Black Knight speaks Common and Draconic.

Weapon and Armor Proficiency: The Black Knight is proficient in all Simple and Martial weapons, with all armors (Light, Medium, and Heavy); and with shields (excluding tower shield).

COMBAT

The Black Knight prefers to start combat at range with his spells and bow, while his servant and undead followers (commanded undead, undead controlled by power word undeath effect, and his undead companion) charge to attack. He is just as dangerous in melee. He is usually accompanied by 2-3 ghasts that he has commanded with either his command undead ability or his undead squire ability.

Aura of Despair (Su):
The Black Knight radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws

Aura of Evil (Ex):
The power of The Black Knight’s aura of evil is equal to his class level (7th).

Bleeding Wounds (Su): Every successful hit by any weapon or touch attack of The Black Knight deals +1hp bleeding damage for 10 rounds. Multiple hits stack. Bandaging stops the bleeding and is a standard action that draws an attack of opportunity. Bandaging another creature is a move action for both creatures (unconscious creatures are assumed to spend this move action automatically).

Command Undead (Su):
The Black Knight has the ability to command and rebuke undead. He commands undead as would a cleric of two levels lower (5th level).

Damage Reduction (Su):
The Black Knight’s undead body is especially tough, giving him damage reduction 15/bludgeoning and magic.

Dark Blessing (Su):
The Black Knight applies his Charisma modifier (+2) as a bonus on all saving throws.

Detect Good (Sp):
At will, The Black Knight can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

Fear Aura (Su):
The Black Knight is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at him must succeed on a Will save DC 20 or be affected as though by a fear spell from a 16th level sorcerer. A creature that successfully saves cannot be affected again by The Black Knight’s aura for 24 hours.

Fiendish Summoning:
Once per day, The Black Knight can use summon monster I to call forth an evil creature as a 14th level caster.

Immunities:
The Black Knight has immunity to cold, electricity, polymorph, and mind-affecting attacks.

Lay on Hands (Su):
Once per day The Black Knight can use this ability to heal himself, his undead followers, or his undead companion of 32 hp. This is negative energy, but it cannot be used for damaging living creatures.

Poison Use: The Black Knight is skilled in the use of poison and never risks accidentally poisoning himself when applying poison to a blade. As undead, The Black Knight is now immune to poisons. The Black Knight usually carries 5 doses of deathblade poison (injury, Fort DC 20, 1d6 Con/2d6 Con) and poisons his soul weapon or arrows before combat if time permits.

Smite Good (Su):
Five times per day, The Black Knight may attempt to smite good with one normal melee attack.
He adds his Charisma modifier (+2) to his attack roll and deals 1 extra point of damage per class level (+7). If The Black Knight accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

Sneak Attack (Ex):
The Black Knight deals +3d6 damage on a successful sneak attack.

Soul Draining (Su):
At will, at night only, as a swift action The Black Knight can activate the Soul Draining power of his soul weapon. This power affects one creature within 30 feet; a successful Fort save DC 20 negates. When The Black Knight has his soul weapon in hand, he can activate the soul weapon's soul draining ability on one target creature. Soul draining can only be attempted at night or underground. While the weapon is draining, The Black Knight cannot activate the soul draining ability again or use his undead squire ability, but the weapon still functions as a +3 magic weapon.

Upon a failed Fortitude save, the weapon drains the victim's soul in a small luminously vaporous stream through the air from the target creature to The Black Knight's soul weapon until The Black Knight or the target creature dies, the soul weapon is destroyed or a new day dawns, whichever occurs first. If the target creature subsequently leaves the initial range, the weapon continues to drain the soul from its victim as long as the weapon and the creature are both on the same plane. Even if The Black Knight is disarmed; the weapon continues draining. Soul draining damage means the victim takes one point of Constitution damage each round until the effect ends due to the death of The Black Knight, the death of the victim, or the destruction of the soul weapon.

The Black Knight gains 2d10 negative energy when a victim dies from soul draining. He can choose to spend each 1d10 of this energy as a swift action to either heal himself or deal extra damage on his next successful attack (this extra damage is not multiplied if a critical hit is scored and only 1d10 of negative energy can be used each round). The weapon must be in hand in order to use any of the stored negative energy. Up to 10d10 negative energy (5 creatures) can be stored in the soul weapon for later use. The Black Knight has 9d10 negative energy stored in his soul weapon when encountered.

Any creature drained to 0 Constitution is forever dead, a dried husk that quickly crumbles to dust and blows away on the first wind. It takes a true resurrection or equivalent magic (wish, miracle, the reality revision psionic power, or deific power) to bring such a creature back from this grave.

Spells:
The Black Knight can cast several spells per day as a 7th level caster.
Spells/Level: 3/2/1. Spells usually memorized:
1st: corrupt weapon, doom, summon monster I (evil creatures only)
2nd: eagle’s splendor, summon monster II (evil creatures only)
3rd: deeper darkness

Turn Resistance (Ex):
The Black Knight has +4 turn resistance (turn as if 20HD).

Undead Squire (Sp):
1/day (at night only) as a standard action, as long as the soul weapon is not draining some creature, The Black Knight can call upon the dark powers that gave him the gift of undeath to imbue the soul weapon with power word undeath as a 16th level caster and affecting only the next creature hit with the soul weapon within 1 minute, otherwise exactly like the spell].

Unholy Agility (Su):
The Black Knight's soul weapon infuses him with the ability to move out of the way of most blows. The Black Knight gains his Dexterity modifier (+3) as a bonus to each Hit Die (+48 hp) as long as he has his weapon in hand. A soulless knight bereft of weapon loses the full number of bonus hp even if he has less than that amount of hp left. If disarmed, The Black Knight is an easier kill and disarming can even destroy him if he was already damaged enough.

Skills:
The Black Knight gains a +8 racial bonus on Climb, Jump, Listen, Search, Spot and Swim checks.

Equipment:
Demon armor (soul armor): blackened, demonic-looking full plate armor with horns on helmet and clawed gauntlets; +3 bastard sword (soul weapon) +5 vs. magic-using or enchanted creatures: adamantine bastard sword with a large star ruby set at the end of the pommel, the blade has etched runes that spell out in Draconic: Justice; +2 ring of protection:plain bronze band; +2 cloak of resistance: full-length black silk cloak; +1 amulet of natural armor: dragonhide dragon emblem on a silver chain.

UNDEAD COMPANION
“Jeeves”
Human Warrior Skeleton
Medium Undead
Hit Dice:7d12 (45)
Initiative:+7 (Dex +3, feat +4)
Speed:30 ft. (6 squares)
Armor Class:22 (+3 Dex, +7 natural, +2 heavy steel shield), 13 touch , 19 flat-footed
Base Attack/Grapple:+3/+6
Attack:Masterwork Long Sword +7 melee (1d6+3) 19–20/x2 or claw +6 melee (1d4+3)
Full Attack:Masterwork Long Sword +7 melee (1d6+3) 19–20/x2 or 2 claws +6 melee (1d4+3)
Space/Reach:5 ft./5 ft.
Special Attacks:
Special Qualities:Blood bond; DR 5/bludgeoning; darkvision 60 ft.; empathic link; immunity to cold; immune to rebuking and turning; improved evasion; share saving throws; share spells; speak with blackguard; undead traits
Saves:Fort +13, Ref +10, Will +7
Abilities:Str 16, Dex 17, Con —, Int 8, Wis 10, Cha 1
Feats:Improved Initiative
Environment:Any
Organization:Company (soulless knight, skeletal companion, fiendish horse, 5 ritual zombies, and 5 ghouls)
Challenge Rating:2
Treasure:None
Alignment:Neutral Evil
Advancement:
Sometimes, The Black Knight sends Jeeves out on a scouting mission. This enables him to look for likely candidates for death in more than one direction at a time. Using Mr. Edd, he can quickly catch up to Jeeves if needed. In such a case, Jeeves takes 10 minutes to reach The Black Knight, but it only take the Knight and warhorse 5 minutes to reach Jeeves.

COMBAT
Jeeves prefers melee combat and will close as fast as possible to melee range without need for orders.

Equipment: Masterwork long sword, heavy steel shield

Empathic Link (Su):
The Black Knight has an empathic link with Jeeves out to a distance of up to 1 mile. The Black Knight cannot see through Jeeves’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between Jeeves and The Black Knight, The Black Knight has the same connection to a place or an item that Jeeves does.

Improved Evasion (Ex):
If Jeeves is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw.

Share Saving Throws:
For each of its saving throws, Jeeves uses either its own base save bonus or The Black Knight’s, whichever is higher. Jeeves applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that The Black Knight might have.

Share Spells:
At The Black Knight’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect Jeeves. The companion must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting Jeeves if it moves farther than 5 feet away and will not affect the companion again even if Jeeves returns to The Black Knight before the duration expires. Additionally, The Black Knight may cast a spell with a target of “You” on Jeeves (as a touch range spell) instead of on himself. The Black Knight and Jeeves can share spells even if the spells normally do not affect creatures of the companion’s type (undead).

Speak with The Black Knight (Ex):
The Black Knight and Jeeves can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Blood Bond (Ex):
Jeeves gains a +2 bonus on all attack rolls, checks, and saves if it witnesses The Black Knight being threatened or harmed.
This bonus lasts as long as the threat is immediate and apparent.



FIENDISH SERVANT
“Mr. Edd”
Fiendish Heavy Warhorse
Large Magical Beast (Extraplanar)
Hit Dice:10d10+20 (67 hp)
Initiative:+5
Speed:50 ft. (10 squares)
Armor Class:18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple:+10/+18
Attack:Hoof +13 melee (1d6+4)
Full Attack:2 hooves +13 melee (1d6+4) and bite +8 melee (1d4+2)
Space/Reach:10 ft./5 ft.
Special Attacks:Smite good 1/day (+10 damage)
Special Qualities:Blood bond, darkvision 60 ft., DR 5/magic, empathic link, improved evasion, low-light vision, resistance to cold 10, resistance to fire 10, scent, share saving throws, share spells, speak with The Black Knight, SR 15
Saves:Fort +14, Ref +8, Will +6
Abilities:Str 18, Dex 13, Con 17, Int 8, Wis 13, Cha 6
Skills:Listen +9, Spot +8
Feats:Alertness, Endurance, Improved Initiative, Run
Environment:Hades
Organization:Company (soulless knight, skeletal companion, fiendish heavy warhorse, 5 ritual zombies, and 5 ghouls)
Challenge Rating:6
Alignment: Neutral evil
Advancement:
Level Adjustment:+2
These magical beasts are similar to heavy horses but are from the lower planes and are trained for strength and aggression. Mr. Edd snorts smoke and sparks fly from its hooves while running. Mr. Edd can fight while carrying a rider, but the rider cannot also attack unless he succeeds on a Ride check.

Mr. Edd has a solid black coat and red eyes that glow in the darkness.

COMBAT

The Black Knight’s fiendish servant is loyal and quick to attack living creatures. Upon sensing a living creature, it closes to melee range (at a run if necessary) without the need for orders.

Empathic Link (Su):
The Black Knight has an empathic link with Mr. Edd out to a distance of up to 1 mile. The Black Knight cannot see through the servant’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between Mr. Edd and The Black Knight, The Black Knight has the same connection to a place or an item that Mr. Edd does.

Improved Evasion (Ex):
If Mr. Edd is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw.

Share Saving Throws:
For each of its saving throws, Mr. Edd uses either its own base save bonus or The Black Knight’s, whichever is higher. The servant applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that The Black Knight might have.

Share Spells:
At The Black Knight’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect Mr. Edd. The servant must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting Mr. Edd if it moves farther than 5 feet away and will not affect the servant again even if it returns to The Black Knight before the duration expires. Additionally, The Black Knight may cast a spell with a target of “You” on Mr. Edd (as a touch range spell) instead of on himself. The Black Knight and Mr. Edd can share spells even if the spells normally do not affect creatures of the servant’s type (magical beast).

Speak with The Black Knight (Ex):
The Black Knight and Mr. Edd can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Blood Bond (Ex):
Mr. Edd gains a +2 bonus on all attack rolls, checks, and saves if it witnesses The Black Knight being threatened or harmed.
This bonus lasts as long as the threat is immediate and apparent.

Carrying Capacity:
A light load for Mr. Edd is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. Mr. Edd can drag 4,500 pounds.
 

ElectricDragon

Explorer
Spirits of the night are shadowy evil spirits that usually live in out-of-the-way places. Most spirits of the night reside near the area where they were created, but this is not a requirement and these infernal spirits can be found nearly anywhere that is isolated. The spirits of the night were first recorded after a lich called the Keeper started his studies into the creation of the Veil of Shadows.

Seventy-eight years later when the Keeper finally fell, his followers continued his research and even began gathering the components for the construction of the artifact. Upon the Keeper’s return nearly a century later, in the body of a dead dragon, after the Great Conjunction, the Keeper finished the arcane construct and began to implement its powers across the known world to create his own empire, an empire of night.

Sages call this time the “Age of Shadows” because of all the shadowy creatures that made their first recorded appearances then. Erevann, a somewhat infamous bard, insists that the artifact created by the Keeper and his minions was either directly or indirectly to blame for the appearance of all these shadowy creatures (spirits of the night, shadow mastiffs, shadows, greater shadows, and shadow spies).

Thankfully, these spirits are rare because they are almost always mistaken for their lesser kin: Knowledge (religion) DC 15 + HD to know the difference (not an action).

Spirit of the Night

Medium Undead (Evil, Incorporeal)
Hit Dice: 8d12+3 (55 hp)
Initiative: +2 (Dex)
Speed: Fly 30 ft (perfect)
Armor Class: 15 (+3 deflection, +2 Dex)
Base Attack/Grapple: +4/-
Attack: Incorporeal touch +7 melee (1d4 plus energy drain) and shadow glance +6 ranged touch (death)
Full Attack: Incorporeal touch +7 melee touch (1d4 plus energy drain) and shadow glance +6 ranged touch (death)
Space/Reach: 5 ft./5 ft.
Special Attacks: Incorporeal touch, shadow glance
Special Qualities: Command immunity, daylight vulnerability, DR 5/good, incorporeal, spell resistance 15, turn resistance +2, undead traits, unnatural aura
Saves: Fort +2, Ref +4, Will +6
Abilities: Str —, Dex 14, Con —, Int 11, Wis 10, Cha 17
Skills: Listen +11, Hide +13*, Search +11, Spot +11
Feats: Ability Focus (shadow glance), Toughness, Weapon Focus (incorporeal touch)
Environment: Any uncivilized or underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always evil, often chaotic
Advancement: 9-16 HD (Medium), 17-24 HD (Large)

The spirit of the night appears as a dark humanoid-shaped shadow much like a normal shadow. It can easily be mistaken for one of them. Knowledge (religion) DC 15+HD or only when the spirit of the night begins attacking is the difference apparent.
Spirits of the night are territorial creatures, and usually only reside where they were created; though they have been known to change their hunting grounds for unexplained reasons.

Since the spirit of the night is incorporeal; it is weightless.

The spirits of the night speak no languages, but they can understand Common and Draconic.

COMBAT

Spirits of the night hate all things living and immediately attack without hesitation, anything that comes within 50 feet of them. These creatures never retreat or surrender. Tactics are usually basic frontal attacks, but some have been known to set up ambushes of travelers through their territory, or use the hit and run tactics of normal shadows.
Spirits of the night follow no orders and cannot be commanded.

Command Immunity (Su):
All spirits of the night are immune to the commanding abilities of evil clerics. A spirit of the night that would normally be commanded is instead rebuked. Spirits of the night are affected normally by bolstering, destroying, rebuking, and turning abilities.

DR 5/Good:
It takes a holy or good-aligned weapon to bypass the spirit of the night's DR.

Daylight Vulnerability (Ex):
Natural daylight burns away a spirit of the night in one round, leaving nothing behind. The spell daylight ignores SR and halves the spirit of the night's movement; but has no other effects. Only while the spirit of the night is in the radius of the spell is its movement halved. Sunburst counts as natural daylight.

Shadow Glance (Su):
Once per round as a swift action, a spirit of the night may focus its gaze upon any one creature. This requires a ranged touch attack versus any living creature within 15 feet. Creatures hit must make a Fortitude save DC 10 + ½ HD + Cha modifier or die. For each such creature destroyed by the shadow glance, the spirit of the night gains 15 temporary hit points. These temporary hit points only last for 1 minute as the spirit of the night devours the soul it has acquired. This ability has the [death] descriptor.

Incorporeal Touch (Su):
A spirit of the night’s incorporeal touch deals 1d4 damage plus energy drain. Living creatures hit by a spirit of the night's incorporeal touch attack must make a Fortitude save DC 10 + ½ HD + Cha modifier or gain one negative level. If failed, 24 hours later, a second save (same DC) removes the negative level or changes it to a lost level. For each such negative level bestowed; the spirit of the night gains 5 temporary hit points, these temporary hit points only last for 1 minute. Any creature reduced to 0 levels dies and rises again as a free-willed wight in 3 rounds unless blessed by spell or holy water.

Incorporeal:
A spirit of the night has no physical body and is immune to all nonmagical attack forms. They can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects.

Undead Traits:
The spirit of the night has darkvision out to 60 feet. It is immue to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, and death effects. Resurrection and true resurrection can not affect spirits of the night: they were never truely alive; they are just spirits of the shadows.

Unnatural Aura (Su):
Animals, whether wild or domesticated, can sense the unnatural presence of a spirit of the night at a distance of 60 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.

Skills:
*Spirits of the night gain a +10 racial bonus to all hide checks when hiding in shadowy areas.
 
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ElectricDragon

Explorer
Zombie, Ritual
Medium Undead (Evil)
Hit Dice: 6d12 (39 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 20 (+2 Dex, +6 natural, +2 armor) Touch 12 Flatfooted 18
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee 1d4+2 (20/x2) or light crossbow +5 ranged 1d8 (19-20/x2)
Full Attack: 2 Claws +5 melee 1d4+2 (20/x2) and bite +3 melee 1d6+1 plus disease (20/x2) or light crossbow +5 ranged 1d8 (19-20/x2)
Space/Reach: 5 ft/5 ft.
Special Attacks: Disease, Grab
Special Qualities: Darkvision 120 feet, destruction immunity, DR 5/good, SR 11, turn resistance +4, undead traits
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 15, Dex 14, Con —, Int 3, Wis 10, Cha 1
Skills: Climb +5, Jump +9, Swim +5
Feats: Improved Initiative, Multiattack, Run
Environment: Any
Organization: Company (1-5 ritual zombies and 1 soulless knight)
Challenge Rating:
Equipment:
Leather armor, crossbow, bolt case w/20 bolts
Alignment: Neutral evil
Advancement: None

Ritual zombies are completely loyal to their creator unto destruction. Ritual zombies are faster than normal zombies, scarily so, and attack all living things within charging distance or use the run action to close if the nearest living creature is further away. If ordered to, they will use their crossbows at range.

Ritual zombies retain the ability to use crossbows and wear leather armor, but lose all other previous feats, skills, and abilities. Ritual zombies are powered by a strong necromantic force that protects them from destruction from turning.

Ritual zombies cannot speak but understand Common and Draconic.

COMBAT
Ritual zombies either run to attack or charge to attack the closest living creature within sight. If ordered to, a ritual zombie will use its crossbow instead.

Disease (Ex):
If a ritual zombie successfully bites a creature; that creature must make a Fortitude save DC 10 + 1/2 HD + Dexterity Modifier or become diseased with red ache. [incubation period 3 days, then Fort DC 15 or take 1d6 Str damage each day. Two successful saves in a row fights off the disease.]

Destruction Immunity (Su):
A ritual zombie is immune to the destruction effect of the turn undead ability, successful destruction rolls are treated as if only turned. Turning, bolstering, rebuking, and commanding otherwise work normally.

Grab (Ex):
If a ritual zombie hits with both claws, it gains a +4 circumstance bonus to its bite attack roll.
 

ElectricDragon

Explorer
Personified Divine Power
Nethrancor has a tripod of intelligent artifacts he has created that he uses to help create new or more powerful allies. One is detailed elsewhere [Lich’s Crown]. The other two are described below. It is thought that Nethrancor invested a divine rank in each of these devices.

Tome of Darkness
It wasn't a shadow; it was the shadow of a book. How could that be possible? It had no substance and it was not a trick of the light: even if the light moved, the book-shadow did not. I moved closer to examine it and then the multitude of voices stunned me. Inside my mind, many voices, all calling out to me with vile plans and methods of acquiring the book for myself. The easiest idea revolved around killing my companions and using their moneys to buy a spell that would enable me to travel to the plane of shadows. Without a second thought, I turned and stabbed the priest...

A dark book seeped in evil and dedicated to shadow by the twin shadowy assassins, Twilight and Dusk. On the material plane this tome appears as nothing more than a slightly darker than normal shadow even in bright light. Extremely close inspection (within 10 feet) allows the curious to see that it is indeed a book lying open and there is an even darker writing in the book. But the book has no substance, it is literally a shadow.

Owning the book requires either the use of the ghost touch gloves the recipe of which is found on the page to which the book is always open when found; or the ability to manipulate shadows (like a shadowy assassin) or incorporeal objects.

Once ownership is acquired, the spells and rituals become known to the owner without need to reference anything.
Spell-like abilities: Standard action to activate any Spell 1/day each, save DCs = 10 + owner’s Charisma modifier + spell level. Possession and the ability to move the book is required to gain the ability to cast the following spells as spell-like abilities. Also each of these spells becomes a known spell without taking up any known spell slots. There is no need to reference any book in order to memorize or cast these spells.

armor of darkness, blacklight, create bone mage, create greater undead, darkness, dark prayer, deeper darkness, greater shadow conjuration, greater shadow evocation, shades, shadow conjuration, shadow evocation, shadow walk, summon monster V (shadows only).

The tome also contains several of Nethrancor’s rituals as listed below.
Undead Creation Rituals: Sanctum Wraith, Sealed Shadow, Shadow Spy,

Magic Item Recipes/Rituals: ghost table, ghost touch gloves

Other Ritual: The Hollow Night



Tome of Darkness

Type:
Small Object
Wt.: 0 lbs.
Hardness: 23
Hit Points: 750

As an intelligent item, the Tome of Darkness has the following abilities:
Alignment: CE
Int 10, Wis 18, Cha 18, Ego 32
Communication: Telepathy (10-foot range)
Senses: Hearing: Listen +14 (10 ranks)
Skills: Bluff +14 (10 ranks), Intimidate +14 (10 ranks), Sense Motive +14 (10 ranks)
Saves: Fort +12, Ref +12, Will +7
Object: The tome is immune to acid, cold, and sonic energy. It takes half damage from fire and lightning. It is not subject to critical hits, nonlethal damage, ability drain, energy drain, fatigue, and exhaustion effects. It has immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. It is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It is incorporeal and gains all the abilities associated with being intangible. It has a magical hardness of 23 that is subtracted from any damage dealt to it. It is totally immune to physical attacks, the only physical item that can affect it is ghost touch gloves described in the book. The tome happily imparts the recipe for making this magic item to anyone that gets within 10 feet of it. The other recipes and the spells only become available when the book is owned.


History: Under the direct tutelage of Nethrancor, Twilight and Dusk, twin humans, created this tome by first preparing it on the material plane. Starting with the finest illuminated vellum, they used fresh blood from their always full dungeons as ink and penned every shadow-theme spell they knew into the book, as well as the description of every undead creation ritual they knew. Finally, they added several magic item recipes to finish physical preparation of the book. Next, they summoned, bound, and imprisoned 13 shadow demons into the book; each demon successfully imprisoned bringing the book closer to the shadows, until with the 13th shadow demon, the book ceased to be a physical object. Finally, they performed the ritual of the Hollow Night and bound the book to themselves and the shadows by making it into their Shadow Blade, the container for their life forces, through a special Sealed Shadow ritual taught to them by Nethrancor personally.
A bronze dragon, appropriately named Dawn, killed and ate the twins, destroying them and somehow consuming the tome/Shadow Blade. The tome survived but the life forces it contained did not, so as a shadowy Shadow Blade it did not work properly, unless that was Nethrancor’s plan. Although it has been 10 or so centuries since Twilight and Dusk last plagued our world; it is believed that if the twins ever do come back, it will be through the machinations of this book somehow. Jergoth, a minor sage from the east, claims that Nethrancor misinformed the twins as to what they were actually building and secretly added his deific power to create this dark artifact which prevented it from working as they had hoped.
Personality: The intelligence of the book is demonic with all that implies. The book's goals are no less than a direct manifestation of the imprisoned shadow demons: free the shadow demons, thus destroying the book. The gibbering voices of the imprisoned demons fill the minds of anyone in range with multiple methods of "owning" the book, usually centering on killing, maiming, and torture rather than any direct method.
Powers: In order to gain the powers bestowed by this book, it is necessary to own it (i.e. have it in your physical possession). There are two obvious ways to do this. Be on the plane of shadows and grab the book or wear a pair of ghost touch gauntlets and grab it. Other ways are also possible. The demons in the book suggest convoluted methods that always involve evil acts, usually murder and theft.
To the owner, this book telepathically imparts a lot of information: all the rituals and all the magic item recipes become instinctively known without need of reference to anything as long as the book is owned. Loss of ownership of the book removes this information from memory.
Any spell in the book is considered a known spell for the owner. These spells do not count toward the maximum number of spells known. In addition, the owner can use each spell in the book 1/day as a spell-like ability with a caster level of 15, save DCs 13 + spell level.
Curse: 13 days. Each day the owner loses a bit of his substance, becoming dimmer and dimmer until he is literally a shadow of himself and after the 13th day of ownership, the owner dies, has no substance, and is forevermore a lemur bound inside the book (see ghost of the tome below). Wish spells have been known to cure the dimness but only before the fifth day. After that, only the gods can help. Ownership has to change to another person or the curse continues from the cleansing point as if starting over. The imprisoned demons need to collect 1,300 lemurs in order to free themselves. Only the shadow demons themselves know how many more lemurs are needed.
Suggested Means of Destruction
  • Free the shadow demons.
  • During the Great Conjunction, sacrifice 5 intelligent humanoids with an obsidian knife on a basalt altar when the moon is dark. Using the sacred texts in the book, summon Twilight and Dusk into the body of a sacrificial dragon. The book will then burn to shadowy ashes and flow into the dead dragon as it becomes the embodiment of The Death Father.
  • Throw it into the sun.
  • Using a pair of ghost touch gauntlets, carry the tome to the positive material plane. Wander that plane until lost, then discard the book.
  • Summon a shadow demon and give the book to it.

Ghost of the Tome

Those creatures unfortunate enough to own the book for 13 days become lemurs trapped in the book. Once 1300 lemurs are entrapped in the book the shadow demons are released and the book destroyed*. Once 500 are trapped inside the shadowy book, the ghost of the tome can manifest.


Each time there is a personality conflict between the book and its owner, there is a 10% chance the ghost of the tome will manifest as the still silent voice of reason amidst all the clatter of yammering shadow demon voices. The owner will, instead of normal artifact required actions, take one of the steps below in order.
1. Hire a cleric (or do it yourself) to cast blasphemy on the book.
2. Hire a cleric (or do it yourself) to cast chaos hammer on the book.
3. Hire a cleric (or do it yourself) to cast cloak of chaos on the book.
4. Hire a cleric (or do it yourself) to cast word of chaos on the book.
5. Hire a wizard/sorcerer or a cleric (or do it yourself) to cast wish/miracle on the book mimicking an 8th level darkness spell.
Once a step has been performed; that action is removed from the list for the owner and all future owners of the book.
If an owner finishes the fifth step, the Tome of Shadows explodes in a wave of darkness that washes over the world releasing the world from light (only Nethrancor really knows what this means).
 

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