Shadow Sentinels

Those few mariners who have braved the ice isles and their frozen towers will encounter White Eye’s guardians throughout. These pale-eyed living shadows stand as sentinels in the catacombs beneath the towers, and add their victims to the ranks of gray ghouls on the shores.

Shadow Sentinels – CR 8

XP 2,400
N medium undead
Init +0; Senses darkvision 60 ft.; Perception +6

DEFENSE

AC 17, touch 17, flat-footed 15 (+5 deflection, +1 Dex, +1 dodge)
hp 83 (8d8+47)
Fort +7, Ref +5, Will +8
Defensive Abilities incorporeal
Immune undead traits

OFFENSE

Speed fly 30 ft. (perfect)
Melee shadow claws +7 (1d6 and 1d6 strength damage)
Special Attacks draining gaze (DC 19)

STATISTICS

Str —, Dex 12, Con —, Int 10, Wis 11, Cha 20
Base Atk +5; CMB +5; CMD 22
Feats Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Fly +9, Knowledge (history) +10, Knowledge (nobility) +10, Perception +18, Sense Motive +10, Stealth +9; Racial Modifiers +8 Perception, +8 Stealth
Languages Common

SPECIAL ABILITIES

Strength Damage (Su)

A shadow’s touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

Draining Gaze (Su)

Those meeting the deathly green eyes of the Shadow Sentinels (range 30ft.) must succeed on a DC 19 Fortitude Save or gain 1 negative level.

Create Spawn (Su)

A humanoid creature killed by a shadow sentinel’s Strength damage or gaze attack becomes a gray ghoul under the control of its killer in 1d4 rounds.


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature and tagged by with no comments yet.

The Phantom Lord

The slain, damned, and risen soul of Brashel Oktor, priest of Orcus, appears as a shade of his former self – enormously tall and corpulent, and dressed in mail, gauntlets and helm, all of an impenetratable blackness, but with the legs trailing into a smoky base.

When encountered he is likely to hold forth at some length about the circumstances of his existence, how when a mortal man had worshiped at the altar of Orcus, building a gory and groutesque cult in the sewers and basements beneath the streets of Soguer, “The Crown of the Soral”, as it was known at that time, before the cataclysm.  His death at the hands of the valliant Kedmar, Turrn, and Coyote he will belabor in hateful detail.  He will then go on to gloat about his rise from a nearly helpless larvae of the abyss through murderous appetite, both in his character and in his literal actions, to the indestructible,  shade-form shaped like his former corpus.  He will then likely go on to offer the crusaders eternal undeath and respite from the Raven Queen’s judgment in his master’s growing kingdom upon the mortal realm.

“Join me and die.”

The Phantom Lord
medium natural humanoid (undead)
Level 25 Elite Brute – XP 14000

Initiative +14        Senses Perception +15; Darkvision
Baleful Presence (Fear) aura 3; any living creature that starts its turn with the aura takes a -2 penalty to attack rolls against the Phantom Lord.
HP 450; Bloodied 225
AC 39; Fortitude 39, Reflex 32, Will 37
Immune disease, fear, poison; Resist 15 necrotic; Vulnerable 10 radiant
Saving Throws +2
Speed fly 6
Action Points 1

Skull-Tipped Mace (standard, at-will)
+28 vs AC; 3d8 + 10 damage.

Dread Smash (standard, recharge) 
+28 vs AC; 5d8 + 10 damage, and the target is knocked prone.

Shroud (recharge 5-6)
close blast 5; +26 VS Fort; 3d8 + 10 necrotic damage.  The blast creates a zone that slows and deals 15 points of ongoing damage to any non-undead who start their turn in or enter the zone, and which persists until the end of the Phantom Lord’s next turn.

Move Actions

Dissappear (move, at-will)
The Phantom Lord becomes invisible until he attacks or chooses to end the invisibility.

Immedeate Reactions

Discorporate (whenever the the Phantom Lord drops to 225 hit points)
The Phantom Lord does not die, but instead discorporates, and rises an hour later with 450 hit points.

Free Actions

Death’s Touch (at-will)
The creature just slain by the phantom lord will rise as undead suitable to their previous station in life.

Alignment Chaotic Evil        Languages Common
Str 30 (+22)      Dex 12 (+13)      Wis 26 (+20)
Con 26 (+20)      Int 3 (+8)      Cha 14 (+14)


Posted in Creature and tagged , by with no comments yet.

Carrion Beast

Carrion Beasts are undead monstrosities in the shape of enormous, skeletal vultures.  During the war of the Phantom Lord in the Deadblight of Soguer great flocks of these accompanied the cloud-born castle of that dread shade’s army of the dead.  After his armies had slain all in a town or village his Carrion Beasts would haul the corpses aloft, to be used for horrible purposes in the chambers of that flying fastness.

In battle these creatures descend in flocks upon those below, snatching them up and carrying them aloft, only to drop them from great heights to fall to their deaths.  Some dread necromancers have even been know to ride upon their backs above the slaughter, directing the living dead below.

Large natural magical beast (undead)
Level 23 skirmisher XP 5100

Initiative +21        Senses Perception +19; Darkvision
HP 214; Bloodied 107
AC 37; Fortitude 35, Reflex 36, Will 34
Resist 20 necrotic
Speed 4, fly 10

Bite (standard, at-will)
Reach 2; +28 vs AC; 4d6+17 damage.

Snatch (standard, at-will)
Reach 2; +26 vs Reflex; 3d8+10 damage and the target is grabbed.

Bony Buffet (minor, recharge 4-6)
Close burst 2; targets enemies; +26 vs Fort; 3d8+10 damage and the target is pushed 2.

Dread Gaze (standard, recharge 5-6)
Ranged 5; +26 vs Will; 3d8+10 damage and the target is Dazed until the end of the Carrion Beast’s next turn.

Alignment Evil        Languages none

Skills Acrobatics +24, Athletics +23, Perception +19
Str 24 (+18)      Dex 27 (+19)      Wis 17 (+14)
Con 22 (+17)      Int 17 (+14)      Cha 24 (+18)

 


Posted in 4th edition Dungeons & Dragons, Creature and tagged , by with no comments yet.

Warlord of the Dread Host

Raised by The Phantom Lord to lead his army of the dead, these great warriors had lain in their sepalcures, some for many decades, some for centuries, before he and his ever growing host came to rouse them from their rest.  By foul magics did he once again give movement and strength to their limbs, and by darker magics still did he give them the powers of their former experience and bound their wills to his.

Wearing black and tarnished crowns of iron and silver upon their skulls, dressed in mail and bearing blades infused with unholy power, these warriors are terrible foes to behold.

Warlord of the Dread Host
Medium humanoid (undead)
Level 25 Soldier XP 7,000

Initiative +19        Senses Perception +5
HP 234; Bloodied 117
AC 41; Fortitude 38, Reflex 37, Will 37
Immune fear
Resist 20 necrotic, 10 cold
Speed 6

Soulblade (standard, at-will)  Weapon
+30 vs AC; 4d6+19 damage and the target is marked.

Stunning Blow (standard, recharge 5-6) Weapon
+28 vs Fort; 5d6+23 damage and the target is stunned until the end of the Warlord’s next turn.

Soulblade Flames (standard, encounter)  Weapon, Fire, Necrotic
Close burst 5; +28 vs Reflex; 3d8+12 fire and necrotic damage, and ongoing 15 necrotic and fire damage (save ends).

Soulblade Block (immediate interrupt, when hit by an attack; encounter)
The Warlord gains +4 to their defense against the triggering attack.

Alignment Unaligned        Languages Common
Skills Athletics +26, Knowledge (History) +24,
Str 28 (+21)      Dex 20 (+17)      Wis 25 (+19)
Con 26 (+20)      Int 25 (+19)      Cha 20 (+17)

Equipment: sword, armor, tarnished crown.


Posted in 4th edition Dungeons & Dragons, Creature and tagged , , by with no comments yet.

Death Knight Paragon Path

We came up with the following Paragon Path for one of the PC’s that will be available at the game we’re running at GenCon this year: For Love of Evil. In that game, the players will be playing evil 30th level characters trying to free the evil god chained in the depths of the abyss.

One of those characters is Kard Bad-Dorum, an orcish paladin who has become a death knight.

Path Features

  • 11th Level: Become Undead
    Giving yourself over wholly to evil, your life ends in a vile ritual and your rise – immortal!
    Your type changes to Undead. Gain Resist 15 necrotic, Immune to disease & poison, Vulnerable 10 radiant.
  • 11th level: Terrifying Onslaught
    When you spend an action point to attack, adjacent enemies take -2 to AC until the end of your next turn.
  • 16th level: Undeath Mastery
    Your attacks ignore the resistances of undead creatures (but not immunities).

Powers

  • Control Undead – Death Knight Attack 11
    Encounter – Divine, Soul Weapon
    Standard Action – Close Burst 5
    Target: One undead creature within the burst.
    Attack: Cha vs. Will
    Hit: 2(w) + Charisma modifier psychic damage, and as a free action, the target charges your enemy nearest to it that it can charge and makes a melee basic attack.
  • Unholy Healing – Death Knight Utility 12
    Daily – Divine, Implement
    Minor Action – Personal
    Gain Regeneration 5 until the end of the encounter. You do not regain hit points each round if you took radiant damage since your last turn.
  • Unholy Flames – Death Knight Attack 20
    Diving, Fire, Necrotic
    Daily – Close Burst 2
    Attack: Constitution vs. Reflex
    Hit: 6d8 + Constitution modifier necrotic and fire damage to non-undead targets and you deal an additional 2d6 fire damage with melee attacks until the end of your next turn.

Posted in Uncategorized and tagged , by with no comments yet.

Baldrik Ostov, Death Knight

A knight in dirt-encrusted full armor steps forward and levels a glowing black blade at you. His black shield is emblazoned with a white sword and a diagonal red stripe, faded with age and numerous gashes. He raises the visor of his helm to reveal a fleshless skull for a face, with red pits for eyes. He swings his sword and a wave of screaming, lurid green hell-flame sweeps forth.

Baldrik Ostov was once the head of the Knights of the Crimson Sash, an order who served the Duke of Oleander in the time before the fall of Soguer. When the capitol fell and the lords of Soguer’s provinces fell to warring for succession, Baldrik led the Duke’s armies to many victories.

Eventually he went the way of all men and was struck down during a battle to subjugate one of the Duke’s rebellious vassals. His body was brought back to the Duke’s castle and interred there. This proved to be too great of a loss for Oleander to survive, and the majority of his vassals seceded over the next several years, leaving the Duchy as a tiny portion of it’s former lands.

There are those who know how to make use of a mighty warrior after he has died, however. One such person, upon his return to the mortal world to serve his dark master, used foul rituals learned at the feet of the Prince of the Undead to raise Baldrik from his grave and bind him to service. Now Baldrik rides the land as a horrible skeletal warrior doing the bidding of his evil master.

Baldrik in your game: Baldrik could make a great climactic encounter for a group of 11th level PCs. He could almost even be used as a solo monster against them. Alternatively, for a group of epic tier characters you could use a bunch of “Baldriks” as an encounter.

Statistics

Baldrik OstovLevel 15 Elite Fighter (Leader)
Medium natural humanoid (undead) XP 2400


Initiative +8 Senses Perception +9; Darkvision
HP 256; Bloodied 128; Healing Surge 64; Healing Surges: 2 see also power reference
AC 37; Fortitude 34, Reflex 26, Will 27
Immune disease, poison; Resist 10 necrotic; Vulnerable 10 radiant
Speed 5
Action Points 1


Powers

Basic Melee ✦ At-Will ✦ Martial, Weapon
Bastard Sword +21 vs. AC; 1d10 + 5 and 5 necrotic

Cleave ✦ At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +21 vs. AC
Hit: 1d10 + 6 and 5 necrotic damage, and an enemy adjacent to you takes 6 damage.

Anvil of Doom ✦ Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +21 vs. AC
Hit: 2d10 + 6 and 5 necrotic damage, and the target is dazed until the end of your next turn.

Storm of Blows ✦ Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +21 vs. AC
Hit: 1d10 + 7 and 5 necrotic damage.
Effect: After the attack, you can shift 1 square and repeat the attack against another target within reach. You can then shift 1 square and repeat the attack against a third target within reach. After the final attack, you can shift 1 square.

Dragon’s Fangs ✦ Daily ✦ Martial,Weapon
Standard Action Melee weapon
Targets: One or two creatures
Attack: +21 vs. AC, two attacks against one target or one attack against each target
Hit: 3d10 + 6 and 5 necrotic damage.
Miss: Half damage

Unbreakable ✦ Encounter ✦ Martial
Immediate Reaction Personal
Trigger: You are hit by an attack
Effect: Reduce the damage from the attack by 6.

Last Ditch Evasion ✦ Daily ✦ Martial
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You take no damage from the attack that just hit you.
However, you are stunned and take a –2 penalty to all defenses until the end of your next turn.

Marshal Undead
Aura 10; lower-level undead allies in the aura gain a +2 bonus to their attack rolls.

Soul Weapon ✦ Necrotic, Weapon
When attacking with its melee weapon, the death knight deals an additional 5 necrotic damage to its target.

Unholy Flames (standard; recharge 5,6) ✦ Fire, Necrotic
Close burst 2; +17 vs. Reflex; 6d8 + Constitution modifier necrotic and fire damage to living creatures; undead creatures within the burst (including the death knight) deal an extra 2d6 fire damage with melee attacks until the end of the death knight’s next turn.


Alignment Alignment Languages Common, Abyssal
Skills Athletics +18, Endurance +18, Intimidate +13
Str 22 (+13) Dex 12 (+8) Wis 14 (+9)
Con 13 (+8) Int 18 (+11) Cha 11 (+8)


Equipment: Warplate armor, Heavy Shield, Bastard Sword (soul weapon)


Posted in Uncategorized and tagged , , , by with no comments yet.