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<blockquote data-quote="law" data-source="post: 2262395" data-attributes="member: 15740"><p><strong>Mournknight </strong></p><p>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.</p><p></p><p> 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.</p><p></p><p> 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.</p><p></p><p> Mournknights speak Common plus any other languages they knew in life.</p><p></p><p><strong>Sample Mournknight </strong></p><p><em>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. </em></p><p></p><p>This example uses a 5th-level human fighter as the character.</p><p></p><p><strong>Mournknight, 5th-level Human Fighter</strong></p><p><strong>Medium Undead (Augmented Humanoid)</strong></p><p><strong>Hit Dice:</strong> 5d12+15 (47 hp)</p><p><strong>Initiative:</strong> +5 (+1 Dex, +4 Improved Initiative)</p><p><strong>Speed:</strong> 20 ft. (4 squares)</p><p><strong>AC:</strong> 17 (+1 Dex, +3 natural, +2 leather armor, +1 light steel shield), touch 11, flat-footed 16</p><p><strong>Base Attack/Grapple:</strong> +5/+8</p><p><strong>Attack:</strong> Longsword +9 melee (1d8+5/19-20)</p><p><strong>Full Attack:</strong> Longsword +9 melee (1d8+5/19-20)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Drainwave, mournblast</p><p><strong>Special Qualities:</strong> Damage reduction 10/silver and magic, resistance to cold 5, resistance to fire 5, resistance to sonic 5, unholy toughness</p><p><strong>Saves:</strong> Fort +6, Ref +2, Will +0</p><p><strong>Abilities:</strong> Str 17, Dex 13, Con -, Int 10, Wis 9, Cha 16</p><p><strong>Skills:</strong> Climb +11, Jump +11</p><p><strong>Feats:</strong> Great Fortitude, Improved Initiative, Power Attack, Quick Draw, Weapon Focus (Longsword), Weapon Specialization (Longsword)</p><p><strong>Environment:</strong> Temperate plains (Mournland)</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 8</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Neutral evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +4</p><p></p><p><strong>Drainwave (Su):</strong> 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.</p><p><strong>Mournblast (Su):</strong> 90-foot line, once per round, 6 times per day, damage 5d6, Reflex DC 15 half. The save DC is Charisma based.</p><p></p><p><strong>Creating A Mournknight</strong></p><p>“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.</p><p></p><p> A mournknight has all the base creature’s statistics and special abilities except as noted here.</p><p><strong>Size and Type:</strong> The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. </p><p><strong>Hit Dice:</strong> All the character’s Hit Dice (current and future) become d12s.</p><p><strong>Speed:</strong> The base creatures speed is divided in half rounded up to the nearest 10 ft.</p><p><strong>AC:</strong> The mournknight has a +3 natural armor, or the base creature’s natural armor, whichever is better.</p><p><strong>Attacks:</strong> Same as the base creature (See below).</p><p><strong>Special Attacks:</strong> 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.</p><p> <em>Drainwave (Su):</em> 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.</p><p> <em>Mournblast (Su):</em> 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.</p><p><strong>Special Qualities:</strong> A mournknight retains all the base creature’s special qualities and gains those described below.</p><p> <em>Energy Resistance (Ex):</em> The mournknight gains cold resistance 5, fire resistance 5, and sonic resistance 5.</p><p> <em>Damage Reduction (Su):</em> 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.</p><p> <em>Unholy Toughness (Ex):</em> A mournknight gains a bonus to its hit points equal to its Charisma modifier X its Hit Dice.</p><p><strong>Abilities</strong>: Increase from the base creature as follows Str +2 and Cha +4. Being undead, a mournknight has no Constitution score.</p><p><strong>Climate/Terrain:</strong> As the base creature (The Mournland).</p><p><strong>Organization:</strong> As the base creature.</p><p><strong>Challenge Rating:</strong> Same as the base creature +3.</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Any evil.</p><p><strong>Advancement:</strong> By character class.</p><p><strong>Level Adjustment:</strong> Same as the base creature +4.</p></blockquote><p></p>
[QUOTE="law, post: 2262395, member: 15740"] [b]Mournknight [/b] 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. [b]Sample Mournknight [/b] [i]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. [/i] This example uses a 5th-level human fighter as the character. [b]Mournknight, 5th-level Human Fighter Medium Undead (Augmented Humanoid) Hit Dice:[/b] 5d12+15 (47 hp) [b]Initiative:[/b] +5 (+1 Dex, +4 Improved Initiative) [b]Speed:[/b] 20 ft. (4 squares) [b]AC:[/b] 17 (+1 Dex, +3 natural, +2 leather armor, +1 light steel shield), touch 11, flat-footed 16 [b]Base Attack/Grapple:[/b] +5/+8 [b]Attack:[/b] Longsword +9 melee (1d8+5/19-20) [b]Full Attack:[/b] Longsword +9 melee (1d8+5/19-20) [b]Space/Reach:[/b] 5 ft./5 ft. [b]Special Attacks:[/b] Drainwave, mournblast [b]Special Qualities:[/b] Damage reduction 10/silver and magic, resistance to cold 5, resistance to fire 5, resistance to sonic 5, unholy toughness [b]Saves:[/b] Fort +6, Ref +2, Will +0 [b]Abilities:[/b] Str 17, Dex 13, Con -, Int 10, Wis 9, Cha 16 [b]Skills:[/b] Climb +11, Jump +11 [b]Feats:[/b] Great Fortitude, Improved Initiative, Power Attack, Quick Draw, Weapon Focus (Longsword), Weapon Specialization (Longsword) [b]Environment:[/b] Temperate plains (Mournland) [b]Organization:[/b] Solitary [b]Challenge Rating:[/b] 8 [b]Treasure:[/b] Standard [b]Alignment:[/b] Neutral evil [b]Advancement:[/b] By character class [b]Level Adjustment:[/b] +4 [b]Drainwave (Su):[/b] 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. [b]Mournblast (Su):[/b] 90-foot line, once per round, 6 times per day, damage 5d6, Reflex DC 15 half. The save DC is Charisma based. [b]Creating A Mournknight[/b] “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. [b]Size and Type:[/b] The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. [b]Hit Dice:[/b] All the character’s Hit Dice (current and future) become d12s. [b]Speed:[/b] The base creatures speed is divided in half rounded up to the nearest 10 ft. [b]AC:[/b] The mournknight has a +3 natural armor, or the base creature’s natural armor, whichever is better. [b]Attacks:[/b] Same as the base creature (See below). [b]Special Attacks:[/b] 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. [i]Drainwave (Su):[/i] 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. [i]Mournblast (Su):[/i] 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. [b]Special Qualities:[/b] A mournknight retains all the base creature’s special qualities and gains those described below. [i]Energy Resistance (Ex):[/i] The mournknight gains cold resistance 5, fire resistance 5, and sonic resistance 5. [i]Damage Reduction (Su):[/i] 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. [i]Unholy Toughness (Ex):[/i] A mournknight gains a bonus to its hit points equal to its Charisma modifier X its Hit Dice. [b]Abilities[/b]: Increase from the base creature as follows Str +2 and Cha +4. Being undead, a mournknight has no Constitution score. [b]Climate/Terrain:[/b] As the base creature (The Mournland). [b]Organization:[/b] As the base creature. [b]Challenge Rating:[/b] Same as the base creature +3. [b]Treasure:[/b] Standard [b]Alignment:[/b] Any evil. [b]Advancement:[/b] By character class. [b]Level Adjustment:[/b] Same as the base creature +4. [/QUOTE]
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