The Soulless Lord
Medium Undead (Chaotic, Cold, Evil, Extraplanar, Incorporeal)
Hit Dice: 25d12 (300 hp)
Initiative: +18 (+14 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares), fly 120 ft. (perfect)
Armor Class: 45 (+21 deflection, +14 Dex), touch 45, flat-footed 31
Base Attack/Grapple: +25/+62
Attack: +50 chaotic power, everdancing, frost, icy blast, ghost touch, sonic blast, unerring, vile, unholy power, vorpal, wounding scythesword +106 melee (2d6+87plus 1d6 cold plus 1 vile/19–20/x4)
Full Attack: +50 chaotic power, everdancing, frost, icy blast, ghost touch, sonic blast, unerring, vile, unholy power, vorpal, wounding scythesword +106/+101/+96/+91 melee (2d6+87 plus 1d6 cold plus 1 vile/19–20/x4) and +4 frost, ghost touch, wounding razorwhip +43/+38 melee (1d6+16 plus 1d6 cold plus entangle); or 2 slams +46 melee (1d8+21 plus 2d6 Con drain plus 4d6 cold plus hypothermia)
Space/Reach: 5 ft./5 ft. (10 ft. with +4 frost, ghost touch, wounding razorwhip)
Special Attacks: Constitution drain, death gaze, death throes, energy drain (2d4 negative levels, Fort DC 43), entangle, hypothermia, spell-like abilities, summon nightwalker, vorpal sword
Special Qualities: Command soulless ones, create spawn, damage reduction 1/2 hit dice/cold iron, epic, and good, darkvision 3 ft./hit dice, freezing body, frigid aura, immunity to cold, electricity, and poison, incorporeal traits, negative energy aura, possession, rebuke/command undead, regeneration 1/2 hit dice, resistance to acid 1/2 hit dice and cold 1/2 hit dice, spectral raiment, spell resistance 10 + hit dice, telepathy 5 ft./hit dice, true seeing, turn resistance +1/2 hit dice, undead telepathy, undead traits, unhallowed presence, unholy aura
Saves: Fort +14, Ref +31, Will +34
Abilities: Str 84 (Ghostly Grasp), Dex 44, Con - , Int 59, Wis 50, Cha 84
*Skills: Appraise +28, Bluff +28, Concentration +28, Diplomacy +28, Disguise +28, Hide +28, Intimidate +28, Knowledge (arcana) +28, Knowledge (religion) +28, Knowledge (the planes) +28, Listen +28, Move Silently +28, Perfect Recall +28, Search +28, Sense Motive +28, Spellcraft +28, Spot +28, Survival +28, Use Magic Device +28
*These statistics do not include modifiers.
Feats: Cleave, Eschew Materials, Exotic Weapon Proficiency (Scythesword), Fearful Advantage, Ghostly Grasp, Improved Initiative, Improved Two-Weapon Fighting, Monkey Grip, Power Attack, Scribe Scroll, Two-Weapon Fighting
Environment: Any
Organization: Solitary
Challenge Rating: 50 (75 w/+50 chaotic power, everdancing, frost, icy blast, ghost touch, sonic blast, unerring, vile, unholy power, vorpal, wounding scythesword)
Treasure: Standard coins; double goods; standard items, plus +4 ghost touch, vorpal longsword and +4 frost, ghost touch, wounding razorwhip
Alignment: Always chaotic evil
Advancement: 26+ HD (Medium)
Level Adjustment: -
With an eerie form like a living shadow, he is cloaked in a tattered umbral shroud. Coldly burning sapphire eyes highlight his dark, otherwise indistinct face. As cold as death and as evil as winters caress, this creatures presence is quite alarming to immortals and mortals alike. Driven by lament and hatred of the living, he is surrounded by a bitterly-chilling aura, but generates no frost or other visual manifestations of cold. He moves slowly and gracefully, passing confidently through objects, touching his enemies and watching them die.
The Soulless Lord is the product of unbearable lament, the spirit of a stillborn child who was taken by darkness. The Soulless Lord is rules the soulless ones and condemns those who would try to tame him to an unbearable eternity within winter's embrace. An enemy of many demons, he forges alliances with the few that are relatively sane. The most notable being a nalfeshnee of considerable power. Maintaining ties to the mortal realm, he watches it closely, for unlike demons, he can freely traverse the planes, an ability he owes to having once been mortal and not too long ago.
The Soulless Lord stands about 6 feet tall and weighs nothing, due to his incorporeal nature.
Combat
The Soulless Lord typically begins combat without weapons, unless his opponents prove to be far more dangerous than what he typically encounters. Completely in control of all of his abilities, he can simply choose to use or not use any of them. Abilities that are ordinarily continually active require no special effort on his part to manifest/suppress, since such control is so deeply innate to him. This allows him to deal with others without unintentionally killing them.
The Soulless Lord’s +4 frost, ghost touch, wounding razorwhip is a long, flexible whip forged of adamantine and given concealed razor edges down the length of all thirteen radial axes. The weapon deals slashing damage, in addition to cold damage.
The Soulless Lord’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Command Soulless Ones (Su): The Soulless Lord commands or rebukes soulless ones as a cleric equal to his current Hit Dice. If he can command or rebuke undead, this ability stacks, when commanding soulless ones.
Constitution Drain (Su): When The Soulless Lord hits a living opponent with a touch attack, the opponent takes 1 points of permanent Constitution drain/10 hit dice, of the soulless lord, or 2 points/10 hit dice, of the soulless lord, on a critical hit. The Soulless Lord heals 4 points of damage/point of Constitution drained, whenever it drains Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. The attack allows a Fortitude save (DC 43). The DC is Charisma-based.
Create Spawn (Su): A creature slain by The Soulless Lord rises in 1 round as a soulless one. Spawn are under control of The Soulless Lord.
Death Gaze (Su): Death, 5-ft./2 hit dice, of The Soulless Lord, Fortitude DC 43 negates. The save DC is Charisma-based.
Death Throes (Ex):When killed, The Soulless Lord explodes in a cold snap that deals 5 points of cold damage/2 hit dice, of the soulless lord, and 5 points of concussive (force) damage/2 hit dice, of the soulless lord, to anything within 5 feet/hit dice, of The Soulless Lord, (Reflex DC 22 half ). This explosion automatically destroys any weapons The Soulless Lord is holding. The save DC is Constitution-based.
Energy Drain (Su): When The Soulless Lord hits with a ranged touch attack (a ray of darkness that he emits from one hand or the other to a range of 5 feet/hit dice of The Soulless Lord), the resultant energy drain bestows 1 negative level/15 hit dice, of The Soulless Lord, or two negative levels/hit dice, of The Soulless Lord, on a critical hit. For each negative level bestowed on an opponent, The Soulless Lord heals 10 points of damage, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. After 24 hours have passed, the afflicted opponent must attempt a Fortitude save (DC 43) for each negative level. If successful, the negative level goes away with no harm to the creature; otherwise, the creature’s level decreases by one. The DC is Charisma-based.
Entangle (Ex): The Soulless Lord’s +4 frost, ghost touch, wounding razorwhip entangles foes much like an attack with a net. The whip has 60 hit points. The whip needs no folding. If it hits, the target and The Soulless Lord immediately make opposed Strength checks; if The Soulless Lord wins, it drags the target against its flaming body (see below). The target remains anchored against The Soulless Lord’s body until it escapes the whip.
Freezing Body (Su): The body of The Soulless Lord is wreathed in cold.
Anyone grappling The Soulless Lord takes 1d6 points of cold damage, +1d6/4 hit dice of The Soulless Lord, each round .
Frigid Aura (Ex): The Soulless Lord constantly radiates a field of extreme cold in a 5-ft./2 hit dice, of The Soulless Lord, radius. Each round a creature is within this area, it must succeed on a DC 43 Fortitude save or suffer 1d6 (+1d6/4 hit dice of the soulless lord) points of cold damage. The save DC is Charisma-based.
Hypothermia (Ex): A creature who takes damage from The Soulless Lord's touch attack must succeed on a DC 43 Fortitude save or suffer the effects of hypothermia. Treat the creature as fatigued. The penalties end when the creature is healed of all cold damage caused by the soulless one (including damage from its frigid aura, and damage taken after the creature succumbs to hypothermia). The save DC is Charisma-based.
Necromancer Abilities: The Soulless Lord has the abilities of a Necromancer of one half his hit dice. Furthermore, his familiar is always a soulless one shaped like a panther (apply soulless one abilities to a panther (use leapord statistics), as though applying a template), also see Spells below for details concerning his actual spellcasting abilities.
Negative Energy Aura (Su): A 5-foot-radius/2 hit dice, of The Soulless Lord, spread negative energy aura spreads from each atropal. All undead in the field (including the atropal) are treated as if having turn resistance +1/3 hit dice, of The Soulless Lord, and a negative energy version of fast healing 1/hit dice of The Soulless Lord. Living creatures in the aura are treated as having 1 negative level/3 hit dice, of The Soulless Lord, unless they have some sort of negative energy protection or protection from evil. Creatures with fewer HD or levels than the negative levels inflicted perish (and, at The Soulless Lord’s option, rise as soulless ones under The Soulless Lord’s command 1 minute later).
Rebuke/Command Undead (Su): The Soulless Lord can rebuke or command undead as a cleric with a level equal to The Soulless Lord’s HD.
Regeneration (Ex): The Soulless Lord takes normal damage from good weapons or sentient weapons (or otherwise living weapons).
Spectral Raiment (Ex): The Soulless Lord's clothing and equipment, essentially all that he claims for himself, become incorporeal and acquire the ghost touch property for as long as he lays claim to them. Furthermore, his clothing and equipment cannot be destroyed, lost, misplaced, or stolen, although they only exist when he has need of them. This potent ability even affects artifacts and sentient items, although it does not affect actual creatures. Manifesting or unmanifesting an item is a free action.
He cannot lay claim to anything already in someone elses possession, although he can claim any unattended item within 5 ft./hit dice. This ability allows for him to have a massive number of items at any given moment, but for simplicities sake, he limits himself to what he is actually capable of using. There is no limit to how many items he can possess at any given moment, although manifesting more than he can use could be messy and problematic.
This ability can be used offensively as he can lay claim to any item or items weighing up to a total of 5 pounds/2 hit dice at any given moment. This weight limit also applies to his ability to manifest/unmanifest items. While this may require some ingenuity, it is safe to assume that claiming such items as support beams can prove to be hazerdous to ones enemies, as can manifesting sharp objects over the heads of the living. In theory one could use this ability to great effect against nearly any unwary opponent.
This ability can also be useful in a passive manner, allowing The Soulless Lord to function as an inconspicuous roving library. He can literally bring with him trillions of books, or more, everywhere he goes, trillions of outfits, or nearly anything else that can be imagined. Provided each individual object is within the afore noted weight limit. In theory he could stow away entire worlds using this ability, provided he slowly stowed them away a piece at a time. This of course would take trillions of years.
It is very important to note that all unmanifested items are stored away within The Soulless Lord's mind as raw metaphysical energies that cannot be accessed, affected, and/or detected by any means other than his use of this ability.
If The Soulless Lord is killed, all items rain down from above. The more items there are, the longer it rains, the higher up, and the more widespread the effect will be. Incidentally, this could be hazerdous, though how hazerdous can vary, although the more items there are, the more hazerdous it is.
Spell-Like Abilities: At will - animate dead, bestow greater curse, blasphemy, cone of cold, create greater undead, create undead, crushing fist of spite, dancing chains, darkness, desecrate, dominate monster, fear, finger of death, greater dispel magic, greater invisibility, greater teleport (self plus 5 pounds of objects/2 hit dice only), insanity, mindrape, plane shift,power word stun, shapechange, slay living, speak with dead, spectral hand, telekinesis, unholy aura, wall of ice; 5/day—haste, project image, weird. Caster level equals hit dice. The save DCs are Charisma-based.
Spells: As a 12th-level Necromancer (Caster Level equals hit dice). The Soulless Lord's prohibited schools are Enchantment and Transmutation. His spellbook contains all non-epic spells he is capable of casting.
Summon Undead (Sp): Five times per day The Soulless Lord can summon a nightwalker. Additionally, twice per day, The Soulless Lord can summon a total number of HD worth of soulless ones equal to his HD x 1/4 hit dice. The Soulless Lord cannot summon a soulless one that has more HD than he does. He usually uses this ability to summon his familiar.
True Seeing (Su): The Soulless Lord has a continuous true seeing ability, as the spell (caster level equals hit dice).
Undead Telepathy (Su): The Soulless Lord can communicate telepathically with any other undead within 5 feet/hit dice, including mindless undead such as zombies and skeletons.
Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.
Unhallowed Presence (Su): The Soulless Lord exudes an unholy effect similar to that of an unhallow spell. Within 5 feet/2 hit dice of The Soulless Lord, all turning checks to turn undead suffer a -4 profane penalty and turning checks to rebuke undead gain a +4 profane bonus. This is in addition to The Soulless Lord’s negative energy aura and turn resistance.
Unholy Aura (Su): Evil creatures within a 5-ft./2 hit dice radius of a soulless one (including The Soulless Lord itself) are protected by the effects of an unholy aura spell (caster level equals hit dice). The deflection and resistance bonuses from the aura are not calculated into The Soulless Lord’s statistics. The unholy aura can be dispelled, but The Soulless Lord can create it again on its next turn as a free action.
Vorpal Sword (Su): The Soulless Lord carries a +50 chaotic power, everdancing, frost, icy blast, ghost touch, sonic blast, unerring, vile, unholy power, vorpal, wounding scythesword that as dark as sin itself. A scythe sword is essentially a scythe blade given an elaborate bastard sword style grip, hilt, and pommel. It's use requires the Exotic Weapon Proficiency feat and the Monkey Grip Feat.
Those without these feats suffer double the usual penalties for nonproficiency. As it is incorporeal it can be wielded in one hand.
This sword was fashioned from the wailing souls of a billion unborn children and one atropal. While it is intelligent (Int 50, Wis - , Cha - ), it is so insane that it has none of the benefits that an intelligent item would ordinarily have. It adores it's master and will destroy any other who attempts to wield it. Ordinarily silent, it's billion and one souls scream when enemies draw near, making stealth impossible. If destroyed, The Soulless Lord can reforge this potent weapon in one years time.
Skills: The Soulless Lord has a +1/2 hit dice racial bonus on Listen and Spot checks.
Medium Undead (Chaotic, Cold, Evil, Extraplanar, Incorporeal)
Hit Dice: 25d12 (300 hp)
Initiative: +18 (+14 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares), fly 120 ft. (perfect)
Armor Class: 45 (+21 deflection, +14 Dex), touch 45, flat-footed 31
Base Attack/Grapple: +25/+62
Attack: +50 chaotic power, everdancing, frost, icy blast, ghost touch, sonic blast, unerring, vile, unholy power, vorpal, wounding scythesword +106 melee (2d6+87plus 1d6 cold plus 1 vile/19–20/x4)
Full Attack: +50 chaotic power, everdancing, frost, icy blast, ghost touch, sonic blast, unerring, vile, unholy power, vorpal, wounding scythesword +106/+101/+96/+91 melee (2d6+87 plus 1d6 cold plus 1 vile/19–20/x4) and +4 frost, ghost touch, wounding razorwhip +43/+38 melee (1d6+16 plus 1d6 cold plus entangle); or 2 slams +46 melee (1d8+21 plus 2d6 Con drain plus 4d6 cold plus hypothermia)
Space/Reach: 5 ft./5 ft. (10 ft. with +4 frost, ghost touch, wounding razorwhip)
Special Attacks: Constitution drain, death gaze, death throes, energy drain (2d4 negative levels, Fort DC 43), entangle, hypothermia, spell-like abilities, summon nightwalker, vorpal sword
Special Qualities: Command soulless ones, create spawn, damage reduction 1/2 hit dice/cold iron, epic, and good, darkvision 3 ft./hit dice, freezing body, frigid aura, immunity to cold, electricity, and poison, incorporeal traits, negative energy aura, possession, rebuke/command undead, regeneration 1/2 hit dice, resistance to acid 1/2 hit dice and cold 1/2 hit dice, spectral raiment, spell resistance 10 + hit dice, telepathy 5 ft./hit dice, true seeing, turn resistance +1/2 hit dice, undead telepathy, undead traits, unhallowed presence, unholy aura
Saves: Fort +14, Ref +31, Will +34
Abilities: Str 84 (Ghostly Grasp), Dex 44, Con - , Int 59, Wis 50, Cha 84
*Skills: Appraise +28, Bluff +28, Concentration +28, Diplomacy +28, Disguise +28, Hide +28, Intimidate +28, Knowledge (arcana) +28, Knowledge (religion) +28, Knowledge (the planes) +28, Listen +28, Move Silently +28, Perfect Recall +28, Search +28, Sense Motive +28, Spellcraft +28, Spot +28, Survival +28, Use Magic Device +28
*These statistics do not include modifiers.
Feats: Cleave, Eschew Materials, Exotic Weapon Proficiency (Scythesword), Fearful Advantage, Ghostly Grasp, Improved Initiative, Improved Two-Weapon Fighting, Monkey Grip, Power Attack, Scribe Scroll, Two-Weapon Fighting
Environment: Any
Organization: Solitary
Challenge Rating: 50 (75 w/+50 chaotic power, everdancing, frost, icy blast, ghost touch, sonic blast, unerring, vile, unholy power, vorpal, wounding scythesword)
Treasure: Standard coins; double goods; standard items, plus +4 ghost touch, vorpal longsword and +4 frost, ghost touch, wounding razorwhip
Alignment: Always chaotic evil
Advancement: 26+ HD (Medium)
Level Adjustment: -
With an eerie form like a living shadow, he is cloaked in a tattered umbral shroud. Coldly burning sapphire eyes highlight his dark, otherwise indistinct face. As cold as death and as evil as winters caress, this creatures presence is quite alarming to immortals and mortals alike. Driven by lament and hatred of the living, he is surrounded by a bitterly-chilling aura, but generates no frost or other visual manifestations of cold. He moves slowly and gracefully, passing confidently through objects, touching his enemies and watching them die.
The Soulless Lord is the product of unbearable lament, the spirit of a stillborn child who was taken by darkness. The Soulless Lord is rules the soulless ones and condemns those who would try to tame him to an unbearable eternity within winter's embrace. An enemy of many demons, he forges alliances with the few that are relatively sane. The most notable being a nalfeshnee of considerable power. Maintaining ties to the mortal realm, he watches it closely, for unlike demons, he can freely traverse the planes, an ability he owes to having once been mortal and not too long ago.
The Soulless Lord stands about 6 feet tall and weighs nothing, due to his incorporeal nature.
Combat
The Soulless Lord typically begins combat without weapons, unless his opponents prove to be far more dangerous than what he typically encounters. Completely in control of all of his abilities, he can simply choose to use or not use any of them. Abilities that are ordinarily continually active require no special effort on his part to manifest/suppress, since such control is so deeply innate to him. This allows him to deal with others without unintentionally killing them.
The Soulless Lord’s +4 frost, ghost touch, wounding razorwhip is a long, flexible whip forged of adamantine and given concealed razor edges down the length of all thirteen radial axes. The weapon deals slashing damage, in addition to cold damage.
The Soulless Lord’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Command Soulless Ones (Su): The Soulless Lord commands or rebukes soulless ones as a cleric equal to his current Hit Dice. If he can command or rebuke undead, this ability stacks, when commanding soulless ones.
Constitution Drain (Su): When The Soulless Lord hits a living opponent with a touch attack, the opponent takes 1 points of permanent Constitution drain/10 hit dice, of the soulless lord, or 2 points/10 hit dice, of the soulless lord, on a critical hit. The Soulless Lord heals 4 points of damage/point of Constitution drained, whenever it drains Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. The attack allows a Fortitude save (DC 43). The DC is Charisma-based.
Create Spawn (Su): A creature slain by The Soulless Lord rises in 1 round as a soulless one. Spawn are under control of The Soulless Lord.
Death Gaze (Su): Death, 5-ft./2 hit dice, of The Soulless Lord, Fortitude DC 43 negates. The save DC is Charisma-based.
Death Throes (Ex):When killed, The Soulless Lord explodes in a cold snap that deals 5 points of cold damage/2 hit dice, of the soulless lord, and 5 points of concussive (force) damage/2 hit dice, of the soulless lord, to anything within 5 feet/hit dice, of The Soulless Lord, (Reflex DC 22 half ). This explosion automatically destroys any weapons The Soulless Lord is holding. The save DC is Constitution-based.
Energy Drain (Su): When The Soulless Lord hits with a ranged touch attack (a ray of darkness that he emits from one hand or the other to a range of 5 feet/hit dice of The Soulless Lord), the resultant energy drain bestows 1 negative level/15 hit dice, of The Soulless Lord, or two negative levels/hit dice, of The Soulless Lord, on a critical hit. For each negative level bestowed on an opponent, The Soulless Lord heals 10 points of damage, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. After 24 hours have passed, the afflicted opponent must attempt a Fortitude save (DC 43) for each negative level. If successful, the negative level goes away with no harm to the creature; otherwise, the creature’s level decreases by one. The DC is Charisma-based.
Entangle (Ex): The Soulless Lord’s +4 frost, ghost touch, wounding razorwhip entangles foes much like an attack with a net. The whip has 60 hit points. The whip needs no folding. If it hits, the target and The Soulless Lord immediately make opposed Strength checks; if The Soulless Lord wins, it drags the target against its flaming body (see below). The target remains anchored against The Soulless Lord’s body until it escapes the whip.
Freezing Body (Su): The body of The Soulless Lord is wreathed in cold.
Anyone grappling The Soulless Lord takes 1d6 points of cold damage, +1d6/4 hit dice of The Soulless Lord, each round .
Frigid Aura (Ex): The Soulless Lord constantly radiates a field of extreme cold in a 5-ft./2 hit dice, of The Soulless Lord, radius. Each round a creature is within this area, it must succeed on a DC 43 Fortitude save or suffer 1d6 (+1d6/4 hit dice of the soulless lord) points of cold damage. The save DC is Charisma-based.
Hypothermia (Ex): A creature who takes damage from The Soulless Lord's touch attack must succeed on a DC 43 Fortitude save or suffer the effects of hypothermia. Treat the creature as fatigued. The penalties end when the creature is healed of all cold damage caused by the soulless one (including damage from its frigid aura, and damage taken after the creature succumbs to hypothermia). The save DC is Charisma-based.
Necromancer Abilities: The Soulless Lord has the abilities of a Necromancer of one half his hit dice. Furthermore, his familiar is always a soulless one shaped like a panther (apply soulless one abilities to a panther (use leapord statistics), as though applying a template), also see Spells below for details concerning his actual spellcasting abilities.
Negative Energy Aura (Su): A 5-foot-radius/2 hit dice, of The Soulless Lord, spread negative energy aura spreads from each atropal. All undead in the field (including the atropal) are treated as if having turn resistance +1/3 hit dice, of The Soulless Lord, and a negative energy version of fast healing 1/hit dice of The Soulless Lord. Living creatures in the aura are treated as having 1 negative level/3 hit dice, of The Soulless Lord, unless they have some sort of negative energy protection or protection from evil. Creatures with fewer HD or levels than the negative levels inflicted perish (and, at The Soulless Lord’s option, rise as soulless ones under The Soulless Lord’s command 1 minute later).
Rebuke/Command Undead (Su): The Soulless Lord can rebuke or command undead as a cleric with a level equal to The Soulless Lord’s HD.
Regeneration (Ex): The Soulless Lord takes normal damage from good weapons or sentient weapons (or otherwise living weapons).
Spectral Raiment (Ex): The Soulless Lord's clothing and equipment, essentially all that he claims for himself, become incorporeal and acquire the ghost touch property for as long as he lays claim to them. Furthermore, his clothing and equipment cannot be destroyed, lost, misplaced, or stolen, although they only exist when he has need of them. This potent ability even affects artifacts and sentient items, although it does not affect actual creatures. Manifesting or unmanifesting an item is a free action.
He cannot lay claim to anything already in someone elses possession, although he can claim any unattended item within 5 ft./hit dice. This ability allows for him to have a massive number of items at any given moment, but for simplicities sake, he limits himself to what he is actually capable of using. There is no limit to how many items he can possess at any given moment, although manifesting more than he can use could be messy and problematic.
This ability can be used offensively as he can lay claim to any item or items weighing up to a total of 5 pounds/2 hit dice at any given moment. This weight limit also applies to his ability to manifest/unmanifest items. While this may require some ingenuity, it is safe to assume that claiming such items as support beams can prove to be hazerdous to ones enemies, as can manifesting sharp objects over the heads of the living. In theory one could use this ability to great effect against nearly any unwary opponent.
This ability can also be useful in a passive manner, allowing The Soulless Lord to function as an inconspicuous roving library. He can literally bring with him trillions of books, or more, everywhere he goes, trillions of outfits, or nearly anything else that can be imagined. Provided each individual object is within the afore noted weight limit. In theory he could stow away entire worlds using this ability, provided he slowly stowed them away a piece at a time. This of course would take trillions of years.
It is very important to note that all unmanifested items are stored away within The Soulless Lord's mind as raw metaphysical energies that cannot be accessed, affected, and/or detected by any means other than his use of this ability.
If The Soulless Lord is killed, all items rain down from above. The more items there are, the longer it rains, the higher up, and the more widespread the effect will be. Incidentally, this could be hazerdous, though how hazerdous can vary, although the more items there are, the more hazerdous it is.
Spell-Like Abilities: At will - animate dead, bestow greater curse, blasphemy, cone of cold, create greater undead, create undead, crushing fist of spite, dancing chains, darkness, desecrate, dominate monster, fear, finger of death, greater dispel magic, greater invisibility, greater teleport (self plus 5 pounds of objects/2 hit dice only), insanity, mindrape, plane shift,power word stun, shapechange, slay living, speak with dead, spectral hand, telekinesis, unholy aura, wall of ice; 5/day—haste, project image, weird. Caster level equals hit dice. The save DCs are Charisma-based.
Spells: As a 12th-level Necromancer (Caster Level equals hit dice). The Soulless Lord's prohibited schools are Enchantment and Transmutation. His spellbook contains all non-epic spells he is capable of casting.
Summon Undead (Sp): Five times per day The Soulless Lord can summon a nightwalker. Additionally, twice per day, The Soulless Lord can summon a total number of HD worth of soulless ones equal to his HD x 1/4 hit dice. The Soulless Lord cannot summon a soulless one that has more HD than he does. He usually uses this ability to summon his familiar.
True Seeing (Su): The Soulless Lord has a continuous true seeing ability, as the spell (caster level equals hit dice).
Undead Telepathy (Su): The Soulless Lord can communicate telepathically with any other undead within 5 feet/hit dice, including mindless undead such as zombies and skeletons.
Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.
Unhallowed Presence (Su): The Soulless Lord exudes an unholy effect similar to that of an unhallow spell. Within 5 feet/2 hit dice of The Soulless Lord, all turning checks to turn undead suffer a -4 profane penalty and turning checks to rebuke undead gain a +4 profane bonus. This is in addition to The Soulless Lord’s negative energy aura and turn resistance.
Unholy Aura (Su): Evil creatures within a 5-ft./2 hit dice radius of a soulless one (including The Soulless Lord itself) are protected by the effects of an unholy aura spell (caster level equals hit dice). The deflection and resistance bonuses from the aura are not calculated into The Soulless Lord’s statistics. The unholy aura can be dispelled, but The Soulless Lord can create it again on its next turn as a free action.
Vorpal Sword (Su): The Soulless Lord carries a +50 chaotic power, everdancing, frost, icy blast, ghost touch, sonic blast, unerring, vile, unholy power, vorpal, wounding scythesword that as dark as sin itself. A scythe sword is essentially a scythe blade given an elaborate bastard sword style grip, hilt, and pommel. It's use requires the Exotic Weapon Proficiency feat and the Monkey Grip Feat.
Those without these feats suffer double the usual penalties for nonproficiency. As it is incorporeal it can be wielded in one hand.
This sword was fashioned from the wailing souls of a billion unborn children and one atropal. While it is intelligent (Int 50, Wis - , Cha - ), it is so insane that it has none of the benefits that an intelligent item would ordinarily have. It adores it's master and will destroy any other who attempts to wield it. Ordinarily silent, it's billion and one souls scream when enemies draw near, making stealth impossible. If destroyed, The Soulless Lord can reforge this potent weapon in one years time.
Skills: The Soulless Lord has a +1/2 hit dice racial bonus on Listen and Spot checks.