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Grave Keeper Template
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<blockquote data-quote="Magus Darkholme" data-source="post: 292447" data-attributes="member: 3120"><p>All right, It's been a while since I last posted on these boards (been busy fleshing out my homebrewed world), so, without further BS, here's a template I designed a while back. </p><p>All coments and suggestions are welcome.</p><p></p><p><strong>GRAVE KEEPER</strong></p><p>A grave keeper is an undead monk who became tainted with evil in life and was killed at the hands of his former monk brothers. After the monk is killed and buried, the vengeful spirit of the dead warrior will return to the body in 1d4 days. After which, the undead monk will quite literally rise from the grave. They usually make their lair within graveyards, mostly inside large crypts, hence the name grave keeper. Grave keepers are foul evil beings with the lethal cunning and quickness they possessed in life. Grave keepers are fond of wearing dark colored robes or tunics and wide brimmed straw hats. Upon awakening as a grave keeper the monster will firstly track down and brutally slaughter all those responsible for its death. Then it will pick up any goal it had in life and stop at nothing to accomplish it.</p><p></p><p><strong>Creating a Grave Keeper</strong></p><p>Grave keeper is a template that can be added to any evil monk humanoid (referred to hereafter as the "character"). The character type changes to undead, and uses all of the characters abilities except as noted here.</p><p><strong>Hit Dice:</strong> Increases to d12.</p><p><strong>Speed:</strong> Same as the character.</p><p><strong>AC:</strong> The grave keeper has a +4 natural armor or the characters natural armor whichever is greater. This stacks with the monks AC bonus.</p><p><strong>Special Attacks:</strong> A grave keeper retains all characters special attacks. All saves have a difficulty class of 10 + the grave keepers HD + its charisma modifier.</p><p><em>Cold Strike (Su):</em> A grave keeper inflicts an extra 1d6 points of otherworldly cold damage on all those it hits with an unarmed strike. If a creature is immune to cold, it is still affected by this attack.</p><p><em>Aura of Cold (Su):</em> A grave keeper is shrouded in an aura of death and unnatural cold. Those who come within 10ft of a grave keeper must make a fortitude save or become numb and unable to move freely. Those with 10HD or less become stunned as if under the effects of a hold person spell, while those with 11+HD act as though under the effects of a slow spell. Both these effects last 2d4 rounds after the victims are out of the aura; an opponent who makes a successful save is immune to that particular grave keepers aura for 24 hours.</p><p><strong>Special Qualities:</strong> A grave keeper retains all of the character's special qualities, but because of being undead the monk abilities still mind, purity of body, and diamond body are rendered null. Likewise, a grave keeper can still heal itself with the ability wholeness of body by channeling negative energy instead. It also gains those listed below along with the undead type. </p><p><em>Immunities:</em> A grave keeper is immune to all forms of cold, natural or supernatural.</p><p><em>Resistances:</em> A grave keeper gains electricity and acid resistance of 20.</p><p><em>Vulnerability:</em> Grave keepers suffer double damage from fire-based attacks.</p><p><em>Damage Reduction:</em> A grave keeper gains a damage reduction of 20/+1, or retains the characters whatever is higher.</p><p><em>Spell Resistance:</em> 10 + character level + cha modifier, or the characters whichever is higher.</p><p><em>Turn Resistance:</em> A grave keeper has a +4 turn resistance.</p><p><em>Jump (Ex):</em> A grave keeper is affected as if continuously under the influence of a jump spell. This ability cannot be suppressed in any way.</p><p><strong>Saves:</strong> Same as the character.</p><p><strong>Abilities:</strong> A grave keeper gains a +4 to strength, +4 to dexterity, +2 to wisdom, and a +2 to charisma.</p><p><strong>Skills:</strong> Same as the character except grave keepers gain a +8 natural bonus on all tumble, jump, climb, intimidate, hide, and move silently checks.</p><p><strong>Feats:</strong> Same as the character plus a grave keeper gain the feats alertness and toughness (if the character already has the feat alertness, it cannot gain it again).</p><p><strong>Climate/Terrain:</strong> Any land or underground.</p><p><strong>Challenge Rating:</strong> Same as the character +2.</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Any evil.</p><p><strong>Advancement:</strong> By character class.</p><p></p><p><strong>SAMPLE GRAVE KEEPER</strong></p><p>This example uses a 10th level human monk as the character.</p><p></p><p><strong>GRAVE KEEPER</strong></p><p><strong>Medium undead</strong></p><p><strong>Hit dice:</strong> 10d12+3 (68hp)</p><p><strong>Initiative:</strong> +5 (dex)</p><p><strong>Speed:</strong> 60ft</p><p><strong>AC:</strong> 24 (+5dex, +5bonus, +4 natural)</p><p><strong>Attacks:</strong> Unarmed strike+11/+8/+5 melee</p><p><strong>Damage:</strong> Unarmed strike 1d10+4+1d6cold</p><p><strong>Face/reach:</strong> 5ft by 5ft/5ft</p><p><strong>Special attacks:</strong> Stunning attack, cold strike, aura of cold, ki strike +1</p><p><strong>Special qualities:</strong> Evasion, improved evasion, slow fall 50ft, wholeness of body, leap of the clouds, jump, SR 22, damage reduction 20/+1, turn resistance+4, electricity & acid immunity 20, cold immunity, fire vulnerability</p><p><strong>Saves:</strong> Fort+7, ref+13, will+10</p><p><strong>Abilities:</strong> Str 18, dex 18, con ---, int 14, wis 17, cha 14</p><p><strong>Skills:</strong> Hide+20, move silently+22, spot+13, listen+13, search+12, tumble+22, jump+20, climb+20, intimidate+18</p><p><strong>Feats:</strong> Alertness, toughness, power attack, deflect arrow, improved trip, expertise, improved disarm, lightning reflexes, dodge</p><p></p><p><strong>Undead:</strong> Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, sub-dual damage, energy drain, ability damage, or death from massive damage.</p><p></p><p><strong>Magic Items Carried:</strong> ring of mind shielding, ring of freedom of movement.</p></blockquote><p></p>
[QUOTE="Magus Darkholme, post: 292447, member: 3120"] All right, It's been a while since I last posted on these boards (been busy fleshing out my homebrewed world), so, without further BS, here's a template I designed a while back. All coments and suggestions are welcome. [b]GRAVE KEEPER[/b] A grave keeper is an undead monk who became tainted with evil in life and was killed at the hands of his former monk brothers. After the monk is killed and buried, the vengeful spirit of the dead warrior will return to the body in 1d4 days. After which, the undead monk will quite literally rise from the grave. They usually make their lair within graveyards, mostly inside large crypts, hence the name grave keeper. Grave keepers are foul evil beings with the lethal cunning and quickness they possessed in life. Grave keepers are fond of wearing dark colored robes or tunics and wide brimmed straw hats. Upon awakening as a grave keeper the monster will firstly track down and brutally slaughter all those responsible for its death. Then it will pick up any goal it had in life and stop at nothing to accomplish it. [b]Creating a Grave Keeper[/b] Grave keeper is a template that can be added to any evil monk humanoid (referred to hereafter as the "character"). The character type changes to undead, and uses all of the characters abilities except as noted here. [b]Hit Dice:[/b] Increases to d12. [b]Speed:[/b] Same as the character. [b]AC:[/b] The grave keeper has a +4 natural armor or the characters natural armor whichever is greater. This stacks with the monks AC bonus. [b]Special Attacks:[/b] A grave keeper retains all characters special attacks. All saves have a difficulty class of 10 + the grave keepers HD + its charisma modifier. [i]Cold Strike (Su):[/i] A grave keeper inflicts an extra 1d6 points of otherworldly cold damage on all those it hits with an unarmed strike. If a creature is immune to cold, it is still affected by this attack. [i]Aura of Cold (Su):[/i] A grave keeper is shrouded in an aura of death and unnatural cold. Those who come within 10ft of a grave keeper must make a fortitude save or become numb and unable to move freely. Those with 10HD or less become stunned as if under the effects of a hold person spell, while those with 11+HD act as though under the effects of a slow spell. Both these effects last 2d4 rounds after the victims are out of the aura; an opponent who makes a successful save is immune to that particular grave keepers aura for 24 hours. [b]Special Qualities:[/b] A grave keeper retains all of the character's special qualities, but because of being undead the monk abilities still mind, purity of body, and diamond body are rendered null. Likewise, a grave keeper can still heal itself with the ability wholeness of body by channeling negative energy instead. It also gains those listed below along with the undead type. [i]Immunities:[/i] A grave keeper is immune to all forms of cold, natural or supernatural. [i]Resistances:[/i] A grave keeper gains electricity and acid resistance of 20. [i]Vulnerability:[/i] Grave keepers suffer double damage from fire-based attacks. [i]Damage Reduction:[/i] A grave keeper gains a damage reduction of 20/+1, or retains the characters whatever is higher. [i]Spell Resistance:[/i] 10 + character level + cha modifier, or the characters whichever is higher. [i]Turn Resistance:[/i] A grave keeper has a +4 turn resistance. [i]Jump (Ex):[/i] A grave keeper is affected as if continuously under the influence of a jump spell. This ability cannot be suppressed in any way. [b]Saves:[/b] Same as the character. [b]Abilities:[/b] A grave keeper gains a +4 to strength, +4 to dexterity, +2 to wisdom, and a +2 to charisma. [b]Skills:[/b] Same as the character except grave keepers gain a +8 natural bonus on all tumble, jump, climb, intimidate, hide, and move silently checks. [b]Feats:[/b] Same as the character plus a grave keeper gain the feats alertness and toughness (if the character already has the feat alertness, it cannot gain it again). [b]Climate/Terrain:[/b] Any land or underground. [b]Challenge Rating:[/b] Same as the character +2. [b]Treasure:[/b] Standard [b]Alignment:[/b] Any evil. [b]Advancement:[/b] By character class. [b]SAMPLE GRAVE KEEPER[/b] This example uses a 10th level human monk as the character. [b]GRAVE KEEPER[/b] [b]Medium undead[/b] [b]Hit dice:[/b] 10d12+3 (68hp) [b]Initiative:[/b] +5 (dex) [b]Speed:[/b] 60ft [b]AC:[/b] 24 (+5dex, +5bonus, +4 natural) [b]Attacks:[/b] Unarmed strike+11/+8/+5 melee [b]Damage:[/b] Unarmed strike 1d10+4+1d6cold [b]Face/reach:[/b] 5ft by 5ft/5ft [b]Special attacks:[/b] Stunning attack, cold strike, aura of cold, ki strike +1 [b]Special qualities:[/b] Evasion, improved evasion, slow fall 50ft, wholeness of body, leap of the clouds, jump, SR 22, damage reduction 20/+1, turn resistance+4, electricity & acid immunity 20, cold immunity, fire vulnerability [b]Saves:[/b] Fort+7, ref+13, will+10 [b]Abilities:[/b] Str 18, dex 18, con ---, int 14, wis 17, cha 14 [b]Skills:[/b] Hide+20, move silently+22, spot+13, listen+13, search+12, tumble+22, jump+20, climb+20, intimidate+18 [b]Feats:[/b] Alertness, toughness, power attack, deflect arrow, improved trip, expertise, improved disarm, lightning reflexes, dodge [b]Undead:[/b] Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, sub-dual damage, energy drain, ability damage, or death from massive damage. [b]Magic Items Carried:[/b] ring of mind shielding, ring of freedom of movement. [/QUOTE]
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