My Homebrew Undead

law

First Post
So yet again one more thread for a creature type. This gives me a chance to post all of the creatures that fit into each group and keep them there. Plus it is a great way to tell home many of each that I have made.

Karrnathi Battlemaster
Large Undead

Hit Dice: 15d12+45 (142 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft.
AC: 26 (+3 Dex, -1 size, +14 natural), touch 12, flat-footed 23
Base Attack/Grapple: +7/+23
Attack: Slam +19 melee (1d8+12 plus stun)
Full Attack: 2 Slams +19 melee (1d8+12 plus stun)
Space/Reach: 10 ft./10 ft.
Special Attacks: Stun
Special Qualities: Damage reduction 5/Adamantine, darkvision 60 ft., spiky defense, undead traits, unholy toughness
Saves: Fort +4, Ref +7, Will +11
Abilities: Str 34, Dex 17, Con -, Int 11, Wis 15, Cha 14
Skills: Climb +30, Intimidate +20, Jump +30, Spot +20
Feats: Ability Focus (Stun), Awesome Blow, Improved Bull Rush, Improved Natural Attack (Slam), Improved Toughness *, Power Attack (B), Weapon Focus (Slam)
Environment: Any
Organization: Any
Challenge Rating: 11
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: By character class
Level Adjustment: -

A large zombie covered in a thick layer of spiked stone moves toward you, its fists seem huge and ready to smash anything. The eyes of the thing seem to glow with a bright gold light and convey a feeling of death to you.

Created from slain karrnathi generals that have been incased in spiked stone armor. Then infused with an unbelievable amount of negative energy, then animated using an unholy ritual.

Not many of these undead have been made at most, about two dozen are known to have been made. Their power on the battlefield is noticeable from afar. These karrnathi undead are commonly seen leading troops into battle.

The knowledge on how to make these undead has been lost and is thought to be some place in the mornlands from one of the many battles that was fought there doing the war. The many failed tries to make more since the end of the war. Has instead ending up in creating a construct that has many of the same abilities but it lacks the many essential abilities that make the karrnathi battlemaster what it is.

Karrnathi battlemaster’s speak common.

Combat
Karrnathi battlemaster’s are keen strategist on the battlefield commanding their troops to flank, gang up on, and other such tactics.
Spiky Defense (Ex): A karrnathi battlemaster’s stony body is covered with small sharp spikes. A creature that hits a karrnathi battlemaster with a natural weapon or an unarmed attack takes 1d4 points of piercing damage.
Stun (Su): Whenever a karrnathi battlemaster hits with a slam attack, the opponent must succeed on a DC 21 Fortitude save or be stunned for 1d8 rounds. The save DC is Charisma-based and includes the bonus from Ability Focus.
Unholy Toughness (Ex): A karrnathi battlemaster gains a bonus to its hit points equal to its Charisma modifier X its Hit Dice.

*See Libris Mortis for this feat.
 

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Karrnathi Elite Skeleton
Medium Undead

Hit Dice: 3d12+6 (25 hp)
Initiative: +4 (+2 Dex, +2 luck)
Speed: 20 ft. (4 squares) in breastplate; base 30 ft.
AC: 24 (+2 Dex, +4 natural, +2 deflection, +5 masterwork breastplate, +1 for Two-Weapon Defense feat), touch 14, flat-footed 19
Base Attack/Grapple: +2/+4
Attack: Masterwork Scimitar +5 melee (1d6+2/18-20)
Full Attack: Masterwork Scimitar +1 melee (1d6+2/18-20) and masterwork scimitar +1 melee (1d6+1/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Damage reduction 5/bludgeoning and magic, darkvision 60 ft., immunity to cold, undead traits, unholy toughness, unholy grace, unholy speed
Saves: Fort +3, Ref +5, Will +5
Abilities: Str 15, Dex 15, Con -, Int 11, Wis 10, Cha 14
Skills: Climb +3, Jump +3, Listen +6, Search +4, Spot +6
Feats: Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (Scimitar) (b)
Environment: Any
Organization: Any
Challenge Rating: 4
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: By character class
Level Adjustment: -

A skeleton clad in a fine breastplate and clutching two finely crafted scimitars strides fearlessly into battle, a chill seams to come with it as it moves, its eyes glow s bright red and gleam with malice.

A Karrnathi elite skeleton looks like an ordinary karrnathis skeleton. However, it has been infused with unholy energies from the plane of Mabar to increase its speed and toughness.

Karrnathis elite skeletons are created from the remains of elite Karrnathis soldiers slain in battle on the night of a full moon. It is said that a grave hunter from the plane of Mabar has helped in the creation of these unholy troops.

Karrnathi elite skeletons speak Common in an airy dry whisper.

Combat
Unlike mindless skeletons, Karrnathis elite skeletons fight intelligently, using tactics such as flanking, aiding another, and fighting defensively. They fight fearlessly and relentlessly until destroyed.

Karrnathis elite skeleton archers carry a composite longbow (+2 Str bonus) in addition to their dual scimitars and have the Point Blank Shot feat instead of the Two-Weapon Defence feat (AC 23).
Unholy Toughness (Ex): A karrnathi elite skeleton gains a bonus to its hit points equal to its Charisma modifier X its Hit Dice.
Unholy Grace (Su): A karrnathi elite skeleton adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class.
Unholy Speed (Su): A karrnathi elite skeleton adds its Charisma bonus as a luck bonus to its Initiative modifier.
 

Karrnathi Elite Zombie
Medium Undead

Hit Dice: 3d12+9 (28 hp)
Initiative: +0 (+0 Dex)
Speed: 20 ft. (4 squares) in half-plate; base 30 ft.
AC: 24 (+0 Dex, +4 natural, +2 deflection, +7 masterwork half-plate armor, +1 light shield), touch 12, flat-footed 21
Base Attack/Grapple: +2/+4
Attack: Masterwork longsword +7 melee (1d8+4/19-20)
Full Attack: Masterwork longsword +7 melee (1d8+4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Unholy Power
Special Qualities: Damage reduction 5/slashing and magic, darkvision 60 ft., undead traits, unholy toughness, unholy grace
Saves: Fort +3, Ref +3, Will +5
Abilities: Str 15, Dex 11 , Con -, Int 11, Wis 10, Cha 14
Skills: Climb +2, Jump –1, Listen +6, Search +4, Spot +6
Feats: Skill Focus (Climb) (b), Toughness, Weapon Focus (longsword)
Environment: Any
Organization: Any
Challenge Rating: 4
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: By character class
Level Adjustment: -

A zombie clad in well-crafted half-plate lumbers toward you, brandishing a longsword. The soldier’s rotting flesh looks like it has been well preserved, and its dead eye sockets glare menacingly with a bright red glow.

A Karrnathi elite zombie looks like an ordinary karrnathi zombie. However, it has been infused with unholy energies from the plane of Mabar to increase its speed and toughness.

Karrnathi elite zombies are created from the remains of elite Karrnathis soldiers slain in battle on the night of a full moon. It is said that a grave hunter from the plane of Mabar has helped in the creation of these unholy troops.

Combat
Unlike mindless zombies, Karrnathi elite zombies fight intelligently, using tactics such as flanking, aiding another, and fighting defensively. They fight fearlessly and relentlessly until destroyed. Karrnathi elite zombies can run.

Karrnathi elite zombie archers carry a composite longbow (+2 Str bonus) in addition to their dual sword and shield and have the Point Blank Shot feat instead of the Weapon Focus (Longsword) feat.
Unholy Toughness (Ex): A karrnathi elite zombie gains a bonus to its hit points equal to its Charisma modifier X its Hit Dice.
Unholy Grace (Su): A karrnathi elite zombie adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class.
Unholy Power (Su): A karnnathi elite zombie adds its Charisma modifier as a luck bonus to its melee attack and damage roles.
 

Mournknight
A mournknight is an undead warrior, usually a fighter or barbarian but sometimes-other warrior classes became mournknights, and rarely a spellcasting class becomes a mournknight, on the day of the mourning. Sometimes someone that goes to explore the mournland dies and awakens as a mournknight this is rare though.

As a rule, these creatures are angry and, some say insane. They hunger to die, but wont from their unwavering will to live to protect their lost land. Because of this they are also one of the biggest threats to the lord of blades, thinking of him as an intruder in their blasted homeland.

A mournknight is a blasted corpse that is still barley together even is they are still as solid as they where in life. Their eyes glow a bright green and there mouth gives off a soft green glow. Mournknights will commonly team up with mournmares if they find they have the same goal.

Mournknights speak Common plus any other languages they knew in life.

Sample Mournknight
This blasted creature wears the blasted, armor of a mighty knight of cyre. An angry green light dance in its eyes, and a sad green glow comes from its mouth.

This example uses a 5th-level human fighter as the character.

Mournknight, 5th-level Human Fighter
Medium Undead (Augmented Humanoid)
Hit Dice:
5d12+15 (47 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 20 ft. (4 squares)
AC: 17 (+1 Dex, +3 natural, +2 leather armor, +1 light steel shield), touch 11, flat-footed 16
Base Attack/Grapple: +5/+8
Attack: Longsword +9 melee (1d8+5/19-20)
Full Attack: Longsword +9 melee (1d8+5/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drainwave, mournblast
Special Qualities: Damage reduction 10/silver and magic, resistance to cold 5, resistance to fire 5, resistance to sonic 5, unholy toughness
Saves: Fort +6, Ref +2, Will +0
Abilities: Str 17, Dex 13, Con -, Int 10, Wis 9, Cha 16
Skills: Climb +11, Jump +11
Feats: Great Fortitude, Improved Initiative, Power Attack, Quick Draw, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Environment: Temperate plains (Mournland)
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Neutral evil
Advancement: By character class
Level Adjustment: +4

Drainwave (Su): 30 ft.-foot cone, once per day, damage 3d6, Reflex DC 15 half. The mournknight heals a number of HP equal to the damage dealt, loosing any extra. The save DC is Charisma based.
Mournblast (Su): 90-foot line, once per round, 6 times per day, damage 5d6, Reflex DC 15 half. The save DC is Charisma based.

Creating A Mournknight
“Mournknight” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature), so long as it has at least 5 class levels.

A mournknight 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.
Hit Dice: All the character’s Hit Dice (current and future) become d12s.
Speed: The base creatures speed is divided in half rounded up to the nearest 10 ft.
AC: The mournknight has a +3 natural armor, or the base creature’s natural armor, whichever is better.
Attacks: Same as the base creature (See below).
Special Attacks: A mournknight retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + ½ mournknight’s HD + mournknights Cha modifier unless otherwise noted.
Drainwave (Su): Once per day a mournknight can send a 30 ft. wave of draining energy to drain the life out of other creatures. All within the area of this ability take 1d6 points of damage per point of Cha bonus the mournknight has (at least 1d6 points of damage). The mournknight heals HP equal to the damage dealt, any points above the mournknights total HP are lost. A reflex save halves the damage.
Mournblast (Su): The mournknight gains the ability to channel his pain to into a blast of negative energy. This blast is a line of cold, black energy, this line has a range of 30 feet x the creatures Cha modifier (at least 30 ft.). Everyone in the line of effect takes 1d6 points of damage per HD of the mournknight. This ability can be used once a round and a number of times equal to 3 + the mournknights Cha modifier. A creature can make a Reflex save for half damage.
Special Qualities: A mournknight retains all the base creature’s special qualities and gains those described below.
Energy Resistance (Ex): The mournknight gains cold resistance 5, fire resistance 5, and sonic resistance 5.
Damage Reduction (Su): A mournknight’s undead body is tough, giving the creature damage reduction 10/silver and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Unholy Toughness (Ex): A mournknight gains a bonus to its hit points equal to its Charisma modifier X its Hit Dice.
Abilities: Increase from the base creature as follows Str +2 and Cha +4. Being undead, a mournknight has no Constitution score.
Climate/Terrain: As the base creature (The Mournland).
Organization: As the base creature.
Challenge Rating: Same as the base creature +3.
Treasure: Standard
Alignment: Any evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +4.
 


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