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<blockquote data-quote="ElectricDragon" data-source="post: 7883055" data-attributes="member: 10778"><p><strong><span style="font-size: 26px">“The Black Knight”</span></strong></p><p><span style="font-size: 26px"><strong>SOULLESS KNIGHT </strong></span></p><p><span style="font-size: 26px"><strong>MALE HUMAN</strong></span></p><p><strong><span style="font-size: 26px">9TH LEVEL (FALLEN) PALADIN/7TH LEVEL BLACKGUARD</span></strong></p><table style='width: 100%'><tr><td></td><td><em>Medium Undead</em> (Augmented Humanoid: Human)</td></tr><tr><td><strong>Hit Dice:</strong></td><td>16d12+48 (152 hp/104 hp without soul weapon)</td></tr><tr><td><strong>Initiative:</strong></td><td>+7 (+3 Dex, feat +4)</td></tr><tr><td><strong>Speed:</strong></td><td>20 ft. (4 squares)</td></tr><tr><td><strong>Armor Class:</strong></td><td>31 (+1 Dex , +12 armor, +6 natural, +2 deflection), 13 touch , 30 flat-footed</td></tr><tr><td><strong>Base Attack/Grapple:</strong></td><td>+16/+18</td></tr><tr><td><strong>Attack:</strong></td><td><em>+3 bastard sword (soul weapon)</em> +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)</td></tr><tr><td><strong>Full Attack:</strong></td><td><em>+3 bastard sword </em>(<em>soul weapon</em>) +23/+18/+13 1d10+6 (17-20/x2) or <em>+3 bastard sword </em>(<em>soul weapon</em>) +19/+14/+9 melee 1d10+6 (17-20/x2) and touch attack +15 melee touch 1d8+5 (20/x2) or <em>+3 bastard sword</em> <em>(soul weapon</em>) +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] <em>+</em>19<em>/</em>+14/+9 ranged 1d8+2 (20/x3)</td></tr><tr><td><strong>Space/Reach:</strong></td><td>5 ft./5 ft.</td></tr><tr><td><strong>Special Attacks:</strong></td><td><em>Fear aura</em>, <em>bleeding wounds</em>, <em>command undead, smite good</em> 5/day (+2 +7), sneak attack +3d6, <em>soul draining</em>, <em>unholy squire</em></td></tr><tr><td><strong>Special Qualities:</strong></td><td>Low-light vision, DR 15/bludgeoning and magic, immortality, immunities, turn resistance +4, <em>unholy agility</em></td></tr><tr><td><strong>Saves:</strong></td><td>Fort +11, Ref +8, Will +7</td></tr><tr><td><strong>Abilities:</strong></td><td>Str 17, Dex 16, Con —, Int 10, Wis 14, Cha 15</td></tr><tr><td><strong>Skills:</strong></td><td>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</td></tr><tr><td><strong>Feats:</strong></td><td>Exotic Weapon Proficiency (bastard sword), Extra Turning, Improved Critical (bastard sword), Improved Initiative, Improved Turning, Weapon Focus (bastard sword)</td></tr><tr><td><strong>Environment:</strong></td><td>Underground</td></tr><tr><td><strong>Organization:</strong></td><td>Solitary or company (soulless knight, skeletal companion, 5 ritual zombies, fiendish heavy warhorse, and 5 ghouls) and possibly 2-3 ghasts</td></tr><tr><td><strong>Challenge Rating:</strong></td><td>18</td></tr><tr><td><strong>Treasure:</strong></td><td><em>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</em></td></tr><tr><td><strong>Alignment:</strong></td><td>Lawful evil</td></tr><tr><td><strong>Advancement:</strong></td><td>By character class</td></tr><tr><td><strong>Level Adjustment:</strong></td><td>+4</td></tr><tr><td><strong>Negative Energy</strong></td><td>9d10</td></tr></table><p><em> </em></p><p><em></em></p><p><em>“None shall pass. Tis but a scratch. I’ve had worse.”</em> the black knight; <u>Monty Python and the Holy Grail</u>.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>That was nearly 700 years ago, and The Black Knight no longer even remembers being human.</p><p>The Black Knight dresses in his black demonic-looking <em>soul armor</em>.</p><p>The Black Knight speaks Common and Draconic.</p><p></p><p><strong>Weapon and Armor Proficiency: </strong>The Black Knight is proficient in all Simple and Martial weapons, with all armors (Light, Medium, and Heavy); and with shields (excluding tower shield).</p><p><strong> </strong></p><p><strong>COMBAT</strong></p><p>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 <em>power word undeath</em> 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 <em>command undead</em> ability or his <em>undead squire</em> ability.</p><p><strong> </strong></p><p><strong><em>Aura of Despair (Su):</em></strong> The Black Knight radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws</p><p><strong> </strong></p><p><strong>Aura of Evil (Ex):</strong> The power of The Black Knight’s aura of evil is equal to his class level (7th).</p><p></p><p><strong><em>Bleeding Wounds</em> (Su):</strong> 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).</p><p><strong> </strong></p><p><strong><em>Command Undead (Su):</em></strong> The Black Knight has the ability to command and rebuke undead. He commands undead as would a cleric of two levels lower (5th level).</p><p><strong> </strong></p><p><strong><em>Damage Reduction (Su):</em></strong> The Black Knight’s undead body is especially tough, giving him damage reduction 15/bludgeoning and magic.</p><p><strong> </strong></p><p><strong><em>Dark Blessing (Su):</em></strong> The Black Knight applies his Charisma modifier (+2) as a bonus on all saving throws.</p><p><strong> </strong></p><p><strong>Detect Good (Sp):</strong> At will, The Black Knight can use <em>detect good </em>as a spell-like ability, duplicating the effect of the <em>detect good </em>spell.</p><p><strong> </strong></p><p><strong>Fear Aura (Su): </strong>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 <em>fear </em>spell from a 16th level sorcerer. A creature that successfully saves cannot be affected again by The Black Knight’s aura for 24 hours.</p><p><strong> </strong></p><p><strong>Fiendish Summoning:</strong> Once per day, The Black Knight can use <em>summon monster I</em> to call forth an evil creature as a 14th level caster.</p><p><strong> </strong></p><p><strong>Immunities:</strong> The Black Knight has immunity to cold, electricity, polymorph, and mind-affecting attacks.</p><p><strong><em> </em></strong></p><p><strong><em>Lay on Hands (Su):</em></strong> 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.</p><p></p><p><strong>Poison Use:</strong> 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 <em>soul weapon</em> or arrows before combat if time permits.</p><p><strong><em> </em></strong></p><p><strong><em>Smite Good (Su):</em></strong> Five times per day, The Black Knight may attempt to smite good with one normal melee attack.</p><p>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.</p><p><strong> </strong></p><p><strong>Sneak Attack (Ex): </strong>The Black Knight deals +3d6 damage on a successful sneak attack.</p><p><strong> </strong></p><p><strong><em>Soul Draining (Su)</em>:</strong> At will, at night only, as a swift action The Black Knight can activate the <em>Soul Draining</em> 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 <em>soul draining</em> ability on one target creature. <em>Soul draining</em> can only be attempted at night or underground. While the weapon is draining, The Black Knight <u>cannot </u>activate the <em>soul draining</em> ability again or use his <em>undead squire </em>ability, but the weapon still functions as a +3 magic weapon.</p><p></p><p>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.</p><p></p><p>The Black Knight gains 2d10 negative energy when a victim dies from <em>soul draining</em>. 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.</p><p></p><p>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 <em>true resurrection</em> or equivalent magic (<em>wish, miracle, </em>the <em>reality revision </em>psionic power, or deific power) to bring such a creature back from this grave.</p><p><strong> </strong></p><p><strong>Spells:</strong> The Black Knight can cast several spells per day as a 7th level caster.</p><p>Spells/Level: 3/2/1. Spells usually memorized:</p><p>1st: <em>corrupt weapon</em>,<em> doom</em>,<em> summon monster I </em>(evil creatures only)</p><p>2nd: <em>eagle’s splendor</em>, <em>summon monster II</em> (evil creatures only)</p><p>3rd: <em>deeper darkness</em></p><p><strong> </strong></p><p><strong>Turn Resistance (Ex): </strong>The Black Knight has +4 turn resistance (turn as if 20HD).</p><p><strong> </strong></p><p><strong>Undead Squire (Sp):</strong> 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 <em>power word undeath </em>as a 16th level caster and affecting only the next creature hit with the soul weapon within 1 minute, otherwise exactly like the spell].</p><p><strong> </strong></p><p><strong><em>Unholy Agility</em> (Su): </strong>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.</p><p><strong> </strong></p><p><strong>Skills:</strong> The Black Knight gains a +8 racial bonus on Climb, Jump, Listen, Search, Spot and Swim checks.</p><p><strong> </strong></p><p><strong>Equipment: </strong><em>Demon armor (soul armor): </em>blackened, demonic-looking full plate armor with horns on helmet and clawed gauntlets<em>; +3 bastard sword (soul weapon) +5 vs. magic-using or enchanted creatures: </em>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;<em> +2 ring of protection:</em>plain bronze band;<em> +2 cloak of resistance: </em>full-length black silk cloak;<em> +1 amulet of natural armor:</em> dragonhide dragon emblem on a silver chain.</p><p></p><p><strong><span style="font-size: 22px">UNDEAD COMPANION</span></strong></p><p><span style="font-size: 22px"><strong>“Jeeves”</strong></span></p><p><strong><span style="font-size: 22px">Human Warrior Skeleton</span></strong></p><table style='width: 100%'><tr><td></td><td><em>Medium Undead</em></td></tr><tr><td><strong>Hit Dice:</strong></td><td>7d12 (45)</td></tr><tr><td><strong>Initiative:</strong></td><td>+7 (Dex +3, feat +4)</td></tr><tr><td><strong>Speed:</strong></td><td>30 ft. (6 squares)</td></tr><tr><td><strong>Armor Class:</strong></td><td>22 (+3 Dex, +7 natural, +2 heavy steel shield), 13 touch , 19 flat-footed</td></tr><tr><td><strong>Base Attack/Grapple:</strong></td><td>+3/+6</td></tr><tr><td><strong>Attack:</strong></td><td>Masterwork Long Sword +7 melee (1d6+3) 19–20/x2 or claw +6 melee (1d4+3)</td></tr><tr><td><strong>Full Attack:</strong></td><td>Masterwork Long Sword +7 melee (1d6+3) 19–20/x2 or 2 claws +6 melee (1d4+3)</td></tr><tr><td><strong>Space/Reach:</strong></td><td>5 ft./5 ft.</td></tr><tr><td><strong>Special Attacks:</strong></td><td>—</td></tr><tr><td><strong>Special Qualities:</strong></td><td>Blood bond; DR 5/bludgeoning; darkvision 60 ft.; <em>empathic link;</em> immunity to cold; immune to rebuking and turning; improved evasion; share saving throws; share spells; speak with blackguard; undead traits</td></tr><tr><td><strong>Saves:</strong></td><td>Fort +13, Ref +10, Will +7</td></tr><tr><td><strong>Abilities:</strong></td><td>Str 16, Dex 17, Con —, Int 8, Wis 10, Cha 1</td></tr><tr><td><strong>Feats:</strong></td><td>Improved Initiative</td></tr><tr><td><strong>Environment:</strong></td><td>Any</td></tr><tr><td><strong>Organization:</strong></td><td>Company (soulless knight, skeletal companion, fiendish horse, 5 ritual zombies, and 5 ghouls)</td></tr><tr><td><strong>Challenge Rating:</strong></td><td>2</td></tr><tr><td><strong>Treasure:</strong></td><td>None</td></tr><tr><td><strong>Alignment:</strong></td><td>Neutral Evil</td></tr><tr><td><strong>Advancement:</strong></td><td>—</td></tr></table><p>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.</p><p></p><p><strong>COMBAT</strong></p><p>Jeeves prefers melee combat and will close as fast as possible to melee range without need for orders.</p><p></p><p><strong>Equipment: </strong>Masterwork long sword, heavy steel shield</p><p><strong> </strong></p><p><strong><em>Empathic Link</em> (Su): </strong>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.</p><p>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.</p><p><strong> </strong></p><p><strong>Improved Evasion (Ex):</strong> 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.</p><p><strong> </strong></p><p><strong>Share Saving Throws:</strong> 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.</p><p><strong> </strong></p><p><strong>Share Spells:</strong> 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).</p><p><strong> </strong></p><p><strong>Speak with The Black Knight (Ex):</strong> 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.</p><p><strong> </strong></p><p><strong>Blood Bond (Ex): </strong>Jeeves gains a +2 bonus on all attack rolls, checks, and saves if it witnesses The Black Knight being threatened or harmed.</p><p>This bonus lasts as long as the threat is immediate and apparent.</p><p></p><p></p><p></p><p><strong><span style="font-size: 22px">FIENDISH SERVANT</span></strong></p><p><span style="font-size: 22px"><strong>“Mr. Edd”</strong></span></p><p><strong><span style="font-size: 22px">Fiendish Heavy Warhorse</span></strong></p><table style='width: 100%'><tr><td></td><td></td></tr><tr><td></td><td>Large Magical Beast (Extraplanar)</td></tr><tr><td><strong>Hit Dice:</strong></td><td>10d10+20 (67 hp)</td></tr><tr><td><strong>Initiative:</strong></td><td>+5</td></tr><tr><td><strong>Speed:</strong></td><td>50 ft. (10 squares)</td></tr><tr><td><strong>Armor Class:</strong></td><td>18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17</td></tr><tr><td><strong>Base Attack/Grapple:</strong></td><td>+10/+18</td></tr><tr><td><strong>Attack:</strong></td><td>Hoof +13 melee (1d6+4)</td></tr><tr><td><strong>Full Attack:</strong></td><td>2 hooves +13 melee (1d6+4) and bite +8 melee (1d4+2)</td></tr><tr><td><strong>Space/Reach:</strong></td><td>10 ft./5 ft.</td></tr><tr><td><strong>Special Attacks:</strong></td><td>Smite good 1/day (+10 damage)</td></tr><tr><td><strong>Special Qualities:</strong></td><td>Blood bond, darkvision 60 ft., DR 5/magic, <em>empathic link</em>, 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</td></tr><tr><td><strong>Saves:</strong></td><td>Fort +14, Ref +8, Will +6</td></tr><tr><td><strong>Abilities:</strong></td><td>Str 18, Dex 13, Con 17, Int 8, Wis 13, Cha 6</td></tr><tr><td><strong>Skills:</strong></td><td>Listen +9, Spot +8</td></tr><tr><td><strong>Feats:</strong></td><td>Alertness, Endurance, Improved Initiative, Run</td></tr><tr><td><strong>Environment:</strong></td><td>Hades</td></tr><tr><td><strong>Organization:</strong></td><td>Company (soulless knight, skeletal companion, fiendish heavy warhorse, 5 ritual zombies, and 5 ghouls)</td></tr><tr><td><strong>Challenge Rating:</strong></td><td>6</td></tr><tr><td><strong>Alignment: </strong></td><td>Neutral evil</td></tr><tr><td><strong>Advancement:</strong></td><td>—</td></tr><tr><td><strong>Level Adjustment:</strong></td><td>+2</td></tr></table><p>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.</p><p></p><p>Mr. Edd has a solid black coat and red eyes that glow in the darkness.</p><p><strong> </strong></p><p><strong>COMBAT</strong></p><p>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.</p><p><strong> </strong></p><p><strong><em>Empathic Link</em> (Su): </strong>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.</p><p>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.</p><p><strong> </strong></p><p><strong>Improved Evasion (Ex):</strong> 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.</p><p><strong> </strong></p><p><strong>Share Saving Throws:</strong> 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.</p><p><strong> </strong></p><p><strong>Share Spells:</strong> 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).</p><p><strong> </strong></p><p><strong>Speak with The Black Knight (Ex):</strong> 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.</p><p><strong> </strong></p><p><strong>Blood Bond (Ex): </strong>Mr. Edd gains a +2 bonus on all attack rolls, checks, and saves if it witnesses The Black Knight being threatened or harmed.</p><p>This bonus lasts as long as the threat is immediate and apparent.</p><p><strong> </strong></p><p><strong>Carrying Capacity:</strong> 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.</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7883055, member: 10778"] [B][SIZE=7]“The Black Knight”[/SIZE][/B] [SIZE=7][B]SOULLESS KNIGHT MALE HUMAN[/B][/SIZE] [B][SIZE=7]9TH LEVEL (FALLEN) PALADIN/7TH LEVEL BLACKGUARD[/SIZE][/B] [TABLE] [TR] [TD][/TD] [TD][I]Medium Undead[/I] (Augmented Humanoid: Human)[/TD] [/TR] [TR] [TD][B]Hit Dice:[/B][/TD] [TD]16d12+48 (152 hp/104 hp without soul weapon)[/TD] [/TR] [TR] [TD][B]Initiative:[/B][/TD] [TD]+7 (+3 Dex, feat +4)[/TD] [/TR] [TR] [TD][B]Speed:[/B][/TD] [TD]20 ft. (4 squares)[/TD] [/TR] [TR] [TD][B]Armor Class:[/B][/TD] [TD]31 (+1 Dex , +12 armor, +6 natural, +2 deflection), 13 touch , 30 flat-footed[/TD] [/TR] [TR] [TD][B]Base Attack/Grapple:[/B][/TD] [TD]+16/+18[/TD] [/TR] [TR] [TD][B]Attack:[/B][/TD] [TD][I]+3 bastard sword (soul weapon)[/I] +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)[/TD] [/TR] [TR] [TD][B]Full Attack:[/B][/TD] [TD][I]+3 bastard sword [/I]([I]soul weapon[/I]) +23/+18/+13 1d10+6 (17-20/x2) or [I]+3 bastard sword [/I]([I]soul weapon[/I]) +19/+14/+9 melee 1d10+6 (17-20/x2) and touch attack +15 melee touch 1d8+5 (20/x2) or [I]+3 bastard sword[/I] [I](soul weapon[/I]) +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] [I]+[/I]19[I]/[/I]+14/+9 ranged 1d8+2 (20/x3)[/TD] [/TR] [TR] [TD][B]Space/Reach:[/B][/TD] [TD]5 ft./5 ft.[/TD] [/TR] [TR] [TD][B]Special Attacks:[/B][/TD] [TD][I]Fear aura[/I], [I]bleeding wounds[/I], [I]command undead, smite good[/I] 5/day (+2 +7), sneak attack +3d6, [I]soul draining[/I], [I]unholy squire[/I][/TD] [/TR] [TR] [TD][B]Special Qualities:[/B][/TD] [TD]Low-light vision, DR 15/bludgeoning and magic, immortality, immunities, turn resistance +4, [I]unholy agility[/I][/TD] [/TR] [TR] [TD][B]Saves:[/B][/TD] [TD]Fort +11, Ref +8, Will +7[/TD] [/TR] [TR] [TD][B]Abilities:[/B][/TD] [TD]Str 17, Dex 16, Con —, Int 10, Wis 14, Cha 15[/TD] [/TR] [TR] [TD][B]Skills:[/B][/TD] [TD]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[/TD] [/TR] [TR] [TD][B]Feats:[/B][/TD] [TD]Exotic Weapon Proficiency (bastard sword), Extra Turning, Improved Critical (bastard sword), Improved Initiative, Improved Turning, Weapon Focus (bastard sword)[/TD] [/TR] [TR] [TD][B]Environment:[/B][/TD] [TD]Underground[/TD] [/TR] [TR] [TD][B]Organization:[/B][/TD] [TD]Solitary or company (soulless knight, skeletal companion, 5 ritual zombies, fiendish heavy warhorse, and 5 ghouls) and possibly 2-3 ghasts[/TD] [/TR] [TR] [TD][B]Challenge Rating:[/B][/TD] [TD]18[/TD] [/TR] [TR] [TD][B]Treasure:[/B][/TD] [TD][I]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[/I][/TD] [/TR] [TR] [TD][B]Alignment:[/B][/TD] [TD]Lawful evil[/TD] [/TR] [TR] [TD][B]Advancement:[/B][/TD] [TD]By character class[/TD] [/TR] [TR] [TD][B]Level Adjustment:[/B][/TD] [TD]+4[/TD] [/TR] [TR] [TD][B]Negative Energy[/B][/TD] [TD]9d10[/TD] [/TR] [/TABLE] [I] “None shall pass. Tis but a scratch. I’ve had worse.”[/I] the black knight; [U]Monty Python and the Holy Grail[/U]. 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 [I]soul armor[/I]. The Black Knight speaks Common and Draconic. [B]Weapon and Armor Proficiency: [/B]The Black Knight is proficient in all Simple and Martial weapons, with all armors (Light, Medium, and Heavy); and with shields (excluding tower shield). [B] COMBAT[/B] 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 [I]power word undeath[/I] 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 [I]command undead[/I] ability or his [I]undead squire[/I] ability. [B] [I]Aura of Despair (Su):[/I][/B] The Black Knight radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws [B] Aura of Evil (Ex):[/B] The power of The Black Knight’s aura of evil is equal to his class level (7th). [B][I]Bleeding Wounds[/I] (Su):[/B] 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). [B] [I]Command Undead (Su):[/I][/B] The Black Knight has the ability to command and rebuke undead. He commands undead as would a cleric of two levels lower (5th level). [B] [I]Damage Reduction (Su):[/I][/B] The Black Knight’s undead body is especially tough, giving him damage reduction 15/bludgeoning and magic. [B] [I]Dark Blessing (Su):[/I][/B] The Black Knight applies his Charisma modifier (+2) as a bonus on all saving throws. [B] Detect Good (Sp):[/B] At will, The Black Knight can use [I]detect good [/I]as a spell-like ability, duplicating the effect of the [I]detect good [/I]spell. [B] Fear Aura (Su): [/B]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 [I]fear [/I]spell from a 16th level sorcerer. A creature that successfully saves cannot be affected again by The Black Knight’s aura for 24 hours. [B] Fiendish Summoning:[/B] Once per day, The Black Knight can use [I]summon monster I[/I] to call forth an evil creature as a 14th level caster. [B] Immunities:[/B] The Black Knight has immunity to cold, electricity, polymorph, and mind-affecting attacks. [B][I] Lay on Hands (Su):[/I][/B] 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. [B]Poison Use:[/B] 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 [I]soul weapon[/I] or arrows before combat if time permits. [B][I] Smite Good (Su):[/I][/B] 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. [B] Sneak Attack (Ex): [/B]The Black Knight deals +3d6 damage on a successful sneak attack. [B] [I]Soul Draining (Su)[/I]:[/B] At will, at night only, as a swift action The Black Knight can activate the [I]Soul Draining[/I] 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 [I]soul draining[/I] ability on one target creature. [I]Soul draining[/I] can only be attempted at night or underground. While the weapon is draining, The Black Knight [U]cannot [/U]activate the [I]soul draining[/I] ability again or use his [I]undead squire [/I]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 [I]soul draining[/I]. 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 [I]true resurrection[/I] or equivalent magic ([I]wish, miracle, [/I]the [I]reality revision [/I]psionic power, or deific power) to bring such a creature back from this grave. [B] Spells:[/B] The Black Knight can cast several spells per day as a 7th level caster. Spells/Level: 3/2/1. Spells usually memorized: 1st: [I]corrupt weapon[/I],[I] doom[/I],[I] summon monster I [/I](evil creatures only) 2nd: [I]eagle’s splendor[/I], [I]summon monster II[/I] (evil creatures only) 3rd: [I]deeper darkness[/I] [B] Turn Resistance (Ex): [/B]The Black Knight has +4 turn resistance (turn as if 20HD). [B] Undead Squire (Sp):[/B] 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 [I]power word undeath [/I]as a 16th level caster and affecting only the next creature hit with the soul weapon within 1 minute, otherwise exactly like the spell]. [B] [I]Unholy Agility[/I] (Su): [/B]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. [B] Skills:[/B] The Black Knight gains a +8 racial bonus on Climb, Jump, Listen, Search, Spot and Swim checks. [B] Equipment: [/B][I]Demon armor (soul armor): [/I]blackened, demonic-looking full plate armor with horns on helmet and clawed gauntlets[I]; +3 bastard sword (soul weapon) +5 vs. magic-using or enchanted creatures: [/I]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;[I] +2 ring of protection:[/I]plain bronze band;[I] +2 cloak of resistance: [/I]full-length black silk cloak;[I] +1 amulet of natural armor:[/I] dragonhide dragon emblem on a silver chain. [B][SIZE=6]UNDEAD COMPANION[/SIZE][/B] [SIZE=6][B]“Jeeves”[/B][/SIZE] [B][SIZE=6]Human Warrior Skeleton[/SIZE][/B] [TABLE] [TR] [TD][/TD] [TD][I]Medium Undead[/I][/TD] [/TR] [TR] [TD][B]Hit Dice:[/B][/TD] [TD]7d12 (45)[/TD] [/TR] [TR] [TD][B]Initiative:[/B][/TD] [TD]+7 (Dex +3, feat +4)[/TD] [/TR] [TR] [TD][B]Speed:[/B][/TD] [TD]30 ft. (6 squares)[/TD] [/TR] [TR] [TD][B]Armor Class:[/B][/TD] [TD]22 (+3 Dex, +7 natural, +2 heavy steel shield), 13 touch , 19 flat-footed[/TD] [/TR] [TR] [TD][B]Base Attack/Grapple:[/B][/TD] [TD]+3/+6[/TD] [/TR] [TR] [TD][B]Attack:[/B][/TD] [TD]Masterwork Long Sword +7 melee (1d6+3) 19–20/x2 or claw +6 melee (1d4+3)[/TD] [/TR] [TR] [TD][B]Full Attack:[/B][/TD] [TD]Masterwork Long Sword +7 melee (1d6+3) 19–20/x2 or 2 claws +6 melee (1d4+3)[/TD] [/TR] [TR] [TD][B]Space/Reach:[/B][/TD] [TD]5 ft./5 ft.[/TD] [/TR] [TR] [TD][B]Special Attacks:[/B][/TD] [TD]—[/TD] [/TR] [TR] [TD][B]Special Qualities:[/B][/TD] [TD]Blood bond; DR 5/bludgeoning; darkvision 60 ft.; [I]empathic link;[/I] immunity to cold; immune to rebuking and turning; improved evasion; share saving throws; share spells; speak with blackguard; undead traits[/TD] [/TR] [TR] [TD][B]Saves:[/B][/TD] [TD]Fort +13, Ref +10, Will +7[/TD] [/TR] [TR] [TD][B]Abilities:[/B][/TD] [TD]Str 16, Dex 17, Con —, Int 8, Wis 10, Cha 1[/TD] [/TR] [TR] [TD][B]Feats:[/B][/TD] [TD]Improved Initiative[/TD] [/TR] [TR] [TD][B]Environment:[/B][/TD] [TD]Any[/TD] [/TR] [TR] [TD][B]Organization:[/B][/TD] [TD]Company (soulless knight, skeletal companion, fiendish horse, 5 ritual zombies, and 5 ghouls)[/TD] [/TR] [TR] [TD][B]Challenge Rating:[/B][/TD] [TD]2[/TD] [/TR] [TR] [TD][B]Treasure:[/B][/TD] [TD]None[/TD] [/TR] [TR] [TD][B]Alignment:[/B][/TD] [TD]Neutral Evil[/TD] [/TR] [TR] [TD][B]Advancement:[/B][/TD] [TD]—[/TD] [/TR] [/TABLE] 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. [B]COMBAT[/B] Jeeves prefers melee combat and will close as fast as possible to melee range without need for orders. [B]Equipment: [/B]Masterwork long sword, heavy steel shield [B] [I]Empathic Link[/I] (Su): [/B]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. [B] Improved Evasion (Ex):[/B] 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. [B] Share Saving Throws:[/B] 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. [B] Share Spells:[/B] 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). [B] Speak with The Black Knight (Ex):[/B] 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. [B] Blood Bond (Ex): [/B]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. [B][SIZE=6]FIENDISH SERVANT[/SIZE][/B] [SIZE=6][B]“Mr. Edd”[/B][/SIZE] [B][SIZE=6]Fiendish Heavy Warhorse[/SIZE][/B] [TABLE] [TR] [TD][/TD] [TD][/TD] [/TR] [TR] [TD][/TD] [TD]Large Magical Beast (Extraplanar)[/TD] [/TR] [TR] [TD][B]Hit Dice:[/B][/TD] [TD]10d10+20 (67 hp)[/TD] [/TR] [TR] [TD][B]Initiative:[/B][/TD] [TD]+5[/TD] [/TR] [TR] [TD][B]Speed:[/B][/TD] [TD]50 ft. (10 squares)[/TD] [/TR] [TR] [TD][B]Armor Class:[/B][/TD] [TD]18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17[/TD] [/TR] [TR] [TD][B]Base Attack/Grapple:[/B][/TD] [TD]+10/+18[/TD] [/TR] [TR] [TD][B]Attack:[/B][/TD] [TD]Hoof +13 melee (1d6+4)[/TD] [/TR] [TR] [TD][B]Full Attack:[/B][/TD] [TD]2 hooves +13 melee (1d6+4) and bite +8 melee (1d4+2)[/TD] [/TR] [TR] [TD][B]Space/Reach:[/B][/TD] [TD]10 ft./5 ft.[/TD] [/TR] [TR] [TD][B]Special Attacks:[/B][/TD] [TD]Smite good 1/day (+10 damage)[/TD] [/TR] [TR] [TD][B]Special Qualities:[/B][/TD] [TD]Blood bond, darkvision 60 ft., DR 5/magic, [I]empathic link[/I], 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[/TD] [/TR] [TR] [TD][B]Saves:[/B][/TD] [TD]Fort +14, Ref +8, Will +6[/TD] [/TR] [TR] [TD][B]Abilities:[/B][/TD] [TD]Str 18, Dex 13, Con 17, Int 8, Wis 13, Cha 6[/TD] [/TR] [TR] [TD][B]Skills:[/B][/TD] [TD]Listen +9, Spot +8[/TD] [/TR] [TR] [TD][B]Feats:[/B][/TD] [TD]Alertness, Endurance, Improved Initiative, Run[/TD] [/TR] [TR] [TD][B]Environment:[/B][/TD] [TD]Hades[/TD] [/TR] [TR] [TD][B]Organization:[/B][/TD] [TD]Company (soulless knight, skeletal companion, fiendish heavy warhorse, 5 ritual zombies, and 5 ghouls)[/TD] [/TR] [TR] [TD][B]Challenge Rating:[/B][/TD] [TD]6[/TD] [/TR] [TR] [TD][B]Alignment: [/B][/TD] [TD]Neutral evil[/TD] [/TR] [TR] [TD][B]Advancement:[/B][/TD] [TD]—[/TD] [/TR] [TR] [TD][B]Level Adjustment:[/B][/TD] [TD]+2[/TD] [/TR] [/TABLE] 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. [B] COMBAT[/B] 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. [B] [I]Empathic Link[/I] (Su): [/B]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. [B] Improved Evasion (Ex):[/B] 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. [B] Share Saving Throws:[/B] 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. [B] Share Spells:[/B] 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). [B] Speak with The Black Knight (Ex):[/B] 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. [B] Blood Bond (Ex): [/B]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. [B] Carrying Capacity:[/B] 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. [/QUOTE]
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