Cinderspawn
(http://www.wizards.com/dnd/images/libris_gallery/84743.jpg)
This tall, gaunt, coal-black humanoid flickers with a blue-white flame. Its bright yellow eyes gleam with menace.
Cinderspawn are burnt-out undead remnants of creatures of elemental fire. They hate living creatures for their warmth and seek to destroy all such beings.
Table 1: The Cinderspawn
Hit Die: d12
Level BAB Ref Fort Will Dex Special Abilities
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 +1 Cinderspawn Body, Skills
2 +1 +0 +0 +3 +2 Charisma Drain
3 +1 +1 +1 +3 +3 Frostfire Shield, Immunity to Fire, Size Increase
Class skills (2 + Int modifier per level): Craft, Jump, Listen, Move Silently, Profession, Spot
Requirements:
None
Class Features
A cinderspawn chooses targets carefully, using its mobility to reach vulnerable opponents that might otherwise be protected by comrades.
Cinderspawn Body
The Cinderspawn loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is a medium sized undead with a touch attack dealing 2d6 cold damage and a base speed of 50 feet. It gains a natural armour bonus of +3. It has a -2 penalty to its turn resistance against any creature that can also turn or rebuke elemental creatures.
Ability Score Increase
At each level, the Cinderspawn gains a +1 bonus to its Dexterity score.
Skills
A Cinderspawn has a +8 racial bonus on Jump checks.
Charisma Drain (Su)
Living creatures hit by a cinderspawn’s touch attack must make a DC 15 Fortitude save or take 1d6 points of Charisma drain. (Creatures with the fire subtype take a –4 penalty on this save.) When a cinderspawn drains a victim’s Charisma, it gains 5 temporary hit points, no matter how many points it drains. These temporary hit points last for up to 1 hour. The save DC is Charisma-based.
Frostfire Shield (Su):
Any creature striking a cinderspawn with a natural attack or a melee weapon (except for reach weapons) takes 1d6 points of cold damage as the cinderspawn drains its body heat. This increase by 1d6 for every 2 hit dice of the cinderspawn.
Immunity to Fire
The Cinderspawn gains the fire subtype, and becomes immune to all fire damage. However, it becomes vulnerable to cold damage, and takes an extra 50% damage from all cold effects.
Size Increase
The Cinderspawn permanently increases its size category to Large, and gains all benefits and penalties thereof.
Crypt Chanter
(http://www.wizards.com/dnd/images/libris_gallery/84745.jpg)
A lone, wavering figure begins a song. The haunting melody echoes through the air, calling for you to dance. The music makes your soul shrivel, but it also makes you smile. How can something be so awful and so wonderful at the same time?
A crypt chanter’s voice is the perfect horror, at once compelling and dreadful. These undead creatures sometimes appear to be playing spectral viols, flutes, drums, or any other instruments they choose, varying from chanter to chanter.
Table 1: The Crypt Chanter
Hit Die: d12
Level BAB Ref Fort Will Cha Special Abilities
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 +1 Crypt Chanter Body
2 +1 +0 +0 +3 +2 Turn Resistance
3 +1 +1 +1 +3 +3 Draining Melody
4 +2 +1 +1 +4 +4 Create Spawn
Class skills (2 + Int modifier per level): Craft, Hide, Intimidate, Listen, Perform, Profession, Search, Spot
Requirements:
None
Class Features
A crypt chanter’s strength and shield is its music. A crypt chanter seeks to snare its victims with its music, and then drain them of life with the same melody. If threatened, a crypt chanter retreats into a nearby wall or other handy physical barrier.
Crypt Chanter Body
The Crypt Chanter loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is an incorporeal medium sized undead with an incorporeal touch attack dealing 1d8 damage with a base speed of 30 feet, and a fly speed of 30 feet (perfect). The crypt chanter is powerless in daylight (see Libris Mortis).
Ability Score Increase
At each level, the Crypt Chanter gains a +1 bonus to its Charisma score.
Incorporeal
At 1st hit dice, the Crypt Chanter can be harmed by all forms of attack, and can attack others as if it was corporeal. it can interact with unattended corporeal objects for one round three times per day and cannot fly higher than 5 feet off the ground, plus an additional 5 feet per 2 hit dice. It cannot completely hide within objects and interacts with water as if it had a swim speed equal to its fly speed. It cannot chose not to be heard by Listen checks though she does receive a +5 circumstance bonus to Move Silently.
Upon gaining its 5th hit dice, the Crypt Chanter loses the ability to interact with corporal objects, but can now fly and interact with water as per the incorporeal subtype and receive a +10 circumstance bonus to Move Silently. Nonmagical attacks made by corporeal creatures against the Crypt Chanter, and melee attacks made by the Crypt Chanter against corporeal targets, are now ineffective. Magical weapons and spells used by corporeal creatures against the Crypt Chanter have a 10% chance miss chance, increasing by 10% at 6th, 7th, 8th and 9th hit dice. There is a maximum of a 50% miss chance. Positive energy, negative energy, force effects such as magic missile, and attacks made with ghost touch weapons ignore this miss chance. Magical weapons used by the Crypt Chanter against corporeal targets have the same miss chance if they aren't ghost touch weapons.
Upon gaining its 10th hit dice, the Crypt Chanter is fully affected by the incorporeal subtype as normal.
Turn Resistance
The Crypt chanter gains a +2 bonus to turn resistance.
Draining Melody (Su)
A crypt chanter constantly sings, creating a magically charged allure. All creatures within 60 feet of a crypt chanter must make a DC 13 Will save or stand dazed as long as the music continues. This is a sonic, mind-affecting, compulsion effect. Beginning on the round after becoming dazed, creatures that failed the first saving throw must make a second saving throw (same DC) to avoid being affected as if by the enthrall spell (see page 227 of the Player’s Handbook). Enthralled victims also begin to gain 1d2 negative levels per round while the song continues, as long as they remain within range. If a creature gains a number of negative levels at least equal to its Hit Dice, it dies and becomes a spawn. When a crypt chanter bestows negative levels on a victim, it gains 5 temporary hit points for each negative level bestowed. These temporary hit points last for up to 1 hour. Creatures that successfully save upon hearing a crypt chanter’s music cannot be affected by that crypt chanter’s music again unless the chanter ceases singing for 1 full round (releasing all those it previously held in thrall) and begins a new song. The save DC is Charisma-based.
Create Spawn (Su)
Any humanoid slain by a crypt chanter through its draining melody (see above) becomes a crypt chanter 1d4 rounds later. Spawn are under the command of the crypt chanter that created them and remain enslaved until its destruction. They do not possess any of the abilities they had in life. This uses the normal 2 HD per character level limit for controlling undead. Any spawn that cannot be controlled are free willed.
Deathlock
(http://www.wizards.com/dnd/images/libris_gallery/84746.jpg)
Skeletally thin, this figure wears a dramatic cloak fringed with magical sigils. Its cadaverous eyes sizzle with cursed power, and deadly spells dance on its fingertips.
Deathlocks are undead born of the corpses of powerful spellcasters whose remains are so charged with magic that they are unable to lie quiet in the grave. Animate, but shorn of the spirit that once ruled their forms, deathlocks seek to bring all those they meet into an intimate embrace with death. Only their knowledge of spellcasting remains, though twisted and changed.
Sometimes deathlocks retain a single shred of memory from their former spirits. If the recollection was dear to the spirit that once inhabited the now shriveled and blasted body of the deathlock, the creature usually seeks out the source of that memory, hoping to destroy it, compromise it, or undo the deeds associated with it.
Table 1: The Deathlock
Hit Die: d12
Level BAB Ref Fort Will Special Abilities
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 Deathlock Body, Remembered Magics
2 +1 +0 +0 +3 Remembered Magics
3 +1 +1 +1 +3 Remembered Magics, Magic Eternal
Class skills (2 + Int modifier per level): Concentration (Cha), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int)
Requirements:
Special: Must be humanoid or monstrous humanoid
Class Features
A deathlock prefers to use its spell-like abilities from a distance, disdaining melee. Thus, it can also use inflict minor wounds to heal itself.
Deathlock Body
The Deathlock loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is a medium sized undead with one bite natural attack dealing 1d4 + 1.5 Strength modifier damage and a base speed of 30 feet. It gains a +2 bonus on turn resistance, and a +1 bonus on natural armour.
Remembered Magics
At each level of the Deathlock class, the character recalls some small, but increasing, measure of the power that he once had. His caster level is equal to his class level.
At first level, he gains the ability to cast detect magic, inflict minor wounds, and read magic at will.
At second level, he gains the ability to cast cause fear, magic missile, and summon monster I three times a day.
At third level, he gains the ability to cast death knell and ghoul glyph twice a day.
Magic Eternal
If the Deathlock subsequently takes a level in an arcane casting class, his levels in Deathlock stack with the arcane caster class for all casting purposes (caster level, spell slots, spells known).
Dessicator
(http://www.wizards.com/dnd/images/libris_gallery/84747.jpg)
This small, salt-encrusted humanoid figure looks parched and gasping. Around it, a dry, hot breeze seems to blow from nowhere.
Desiccators are the dried-out undead remnants of creatures of elemental water. They long to quench their tremendous thirst with the precious liquids of living creatures.
Thanks to their withered forms, desiccators are sometimes mistaken for mummies, although they wear none of the wrappings common to those creatures. Cursed to remain forever bereft of the watery form it had in life, the desiccator envies and despises all living things.
Table 1: The Dessicator
Hit Die: d12
Level BAB Ref Fort Will Special Abilities
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 Dessicator Body, Desiccating Breath
2 +1 +0 +0 +3 Fatiguing Touch
Class skills (2 + Int modifier per level): Craft, Listen, Search, Spot, Profession
Requirements:
None
Class Features
A desiccator opens combat with its breath weapon, seeking to weaken opponents’ resistance to its fatiguing touch.
Dessicator Body
The Dessicator loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is a small sized undead with one slam natural attack dealing 1d6 + 1.5 Strength modifier damage with a base speed of 20 feet and a swim speed of 60 feet. It gains a -2 penalty on turn resistance if the creature turning it can also turn or rebuke elemental creatures, and a +3 bonus on natural armour.
Ability Score Increase
At each level, the Dessicator gains a +1 bonus to its Strength score.
Desiccating Breath (Su)
15-foot cone of desiccating air every 1d4 rounds, damage 1 Con, Fortitude DC 12 negates. (Creatures with the water subtype take a –4 penalty on this save.) The save DC is Charisma-based.
Fatiguing Touch (Su)
The slam of a desiccator, in addition to dealing 1d8 points of damage, makes living creatures fatigued. A DC 12 Fortitude save negates the fatigue but not the damage. (Creatures with the water subtype take a –4 penalty on this save.) If the victim fails the save, the desiccator also gains 5 temporary hit points, which last for up to 1 hour. A creature already fatigued cannot become exhausted as a result of this touch. The save DC is Charisma-based.
Entomber
(http://www.wizards.com/dnd/images/libris_gallery/84750.jpg)
This shrunken and disfigured humanoid carcass moves under the power of its own animation, though the details of its shape are blurred beneath a coating of filth and grave dirt.
Entombers are undead animated by necromancers who prefer to leave the dirty work to their servants. The entombers are perfect for putting bodies in the ground, or bringing them out, depending on the needs of their masters. They usually inhabit cemeteries, catacombs, or other places where many corpses might be found. Unless specifically commanded otherwise, entombers treat all living creatures as subjects for their entombing power.
Entombers are filthy, streaked with dirt, and sometimes even bits of desiccated flesh (not their own), jewelry, and other small bits taken from the bodies they exhume or entomb. They stink of both carrion and embalming alchemical fluids. Closer scrutiny reveals their lips are sewn shut.
Table 1: The Entomber
Hit Die: d12
Level BAB Ref Fort Will Special Abilities
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 Entomber Body, Ability Score Increase
2 +1 +0 +0 +3 Ability Score Increase, Natural Armour Increase, Damage Reduction
3 +1 +1 +1 +3 Ability Score Increase, Natural Armour Increase, Entomb, Exhume
Class skills (2 + Int modifier per level): Craft, Hide, Listen, Move Silently, Spot, Profession
Requirements:
Special: Must be humanoid or monstrous humanoid
Class Features
In melee combat, an entomber’s fi st is a powerful weapon. However, the fear associated with entombers is more due to their ability to entomb foes with their attack.
Entomber Body
The Entomber loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is a medium sized undead with one slam natural attack dealing 1d6 + 1.5 Strength modifier damage with a base speed of 30 feet and a burrow speed of 10 feet. It gains a +5 bonus on natural armour. Entombers' lips are sewn shut, so they cannot speak.
Ability Score Increase
At each level, the Entomber gains a +2 bonus to its Strength score.
Natural Armour Increase
At 2nd and 3rd level, the Entomber gains a +3 bonus to its natural armour.
Damage Reduction
At second level, the Entomber gains damage reduction 5/silver.
Entomb (Su)
Whenever an entomber succeeds on a slam attack, it can attempt to entomb its foe. The foe must make a DC 14 Reflex save or be pounded bodily into a shallow grave. The save DC is Charisma-based. This ability doesn’t work in locations with a basement or open level immediately below, nor can the creature entomb victims in magical, living, or animate materials, or materials with a hardness higher than 8. The upthrust bulge of cracked flooring material, earth, or stone reveals the location of the victim to compatriots. Two standard actions spent clearing away the broken flooring material reveals the entombed victim, who can use his or her next action to stand from a prone (and dusty) position. Attempting to rescue a friend in this way can provoke attacks of opportunity. The victim is treated as if pinned by an opponent (the earth) with a grappling check of 20. Breaking free of first the “pin” and then the “grapple” allows the victim to stand from a prone position on his or her next round. If compatriots of the victim have partially cleared away the covering material, then the victim need only make a single check before standing from the prone position. Each round the victim spends fully or partially entombed is a round in which the victim suffocates.
Exhume (Su)
When an entomber spends a standard action and touches the top of a grave or space where a creature is buried no deeper than 10 feet, the body immediately rises to the surface, leaving no hole or tunnel. A body is not harmed when brought to the surface in this manner.
Rainment
(http://www.wizards.com/dnd/images/libris_gallery/84766.jpg)
An empty set of clothing, dingy and stained, flings itself forward, seemingly eager to reach you.
A raiment is the clothing of a victim of some atrocious crime, animated by the spirit of the vengeful victim, intent on using its only remaining tool to cause as much pain and suffering as its long-missing flesh felt in death
The clothing sometimes retains other personal belongings of its former owners as well. Different raiments may appear in different styles of dress, but most require a sufficient mass of clothing to give them a shape and the ability to wrap their sleeves around the necks of prospective victims.
Table 1: The Rainment
Hit Die: d12
Level BAB Ref Fort Will Special Abilities
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 Rainment Body, Ability Score Increase, Improved Grab
2 +1 +0 +0 +3 Ability Score Increase, Damage Reduction, Constrict
Class skills (2 + Int modifier per level): Craft, Hide, Move Silently, Profession
Requirements:
None
Class Features
A raiment sometimes lies quiescent, like a pile of cast-off rags, attacking only when its victims are close enough to surprise.
Rainment Body
The Rainment loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is a small sized undead with one coat sleeve natural attack dealing 1d2 + Strength modifier damage with a base speed of 20 feet. It gains a +1 bonus on natural armour, and blindsight out to 60 feet. Rainments cannot speak.
Ability Score Increase
At each level, the Rainment gains a +2 bonus to its Strength score.
Damage Reduction
At second level, the Rainment gains damage reduction 5/magic.
Improved Grab (Ex)
To use this ability, a raiment must hit a Large or smaller opponent with a coat sleeve attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. A raiment is hard to grapple because of its body configuration, so it gains a +4 bonus on its grapple checks. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex)
A raiment deals 1d2+3 points of damage with a successful grapple check against a Large or smaller creature, in addition to the normal 1d2+3 points of damage for its regular attack. Because it wraps itself around its victim’s neck, a creature in the raiment’s grasp cannot speak or cast spells that have verbal components.
Skulking Cyst
(http://www.wizards.com/dnd/images/libris_gallery/84770.jpg)
The horrible creature walking into view is a mass of free-roaming intestines, flaccid organs, and a few odd rib bones. Dragging behind it like a dead weight is a lolling, maggot-ridden humanoid head.
A skulking cyst is disgorged from the rotting corpse of a living creature, born of a necrotic cyst that eventually kills its host.
A skulking cyst prefers shadows and dark corners, only revealing the horror of its form when it strikes lone victims from hiding. Though often cloaked in the detritus of a previous victim, the skulking cyst’s true “heart” is a 1-foot-diameter spherical sac that contains fluid and semisolid necrotic flesh, which slowly undulates as if in a mockery of breath.
Table 1: The Skulking Cyst
Hit Die: d12
Level BAB Ref Fort Will Special Abilities
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 Skulking Cyst Body, Ability Score Increase, Skills
2 +1 +0 +0 +3 Ability Score Increase, Undead Magic
3 +1 +1 +1 +3 Ability Score Increase, Attach, Blood Drain
Class skills (2 + Int modifier per level): Climb, Craft, Hide, Listen, Move Silently, Profession, Search, Spot, Tumble
Requirements:
None
Class Features
A creature of shadows, a skulking cyst prefers to launch attacks on lone victims from dark ceilings and sewer grates.
Skulking Cyst Body
The Skulking Cyst loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is a small sized undead with two intestine loop natural attacks dealing 1d6 + Strength modifier damage with a base speed of 30 feet and a climb and swim speed of 30 feet. It gains a +4 bonus on natural armour, fire resistance 5, turn resistance +2, and blindsight out to 60 feet. Skulking Cysts cannot speak.
Ability Score Increase
At each level, the Skulking Cyst gains a +2 bonus to its Dexterity score.
Skills
A skulking cyst has a +8 racial bonus on Hide and Move Silently.
Undead Magic
At second level, the skulking cyst gets the ability to cast Darkness three times per day, and Necrotic Cyst once per day.
Attach (Ex)
If a skulking cyst hits with an intestine, it latches onto the opponent’s body. An attached skulking cyst is flat-footed.
Blood Drain (Ex)
A skulking cyst drains blood, dealing 1d4 points of Constitution damage in each round it remains attached.
Slaymate
(http://www.wizards.com/dnd/images/libris_gallery/84772.jpg)
This pale creature resembles a human child with slug-white skin. Its black eyes are too knowing for their size, and its too-wide mouth is home to rot and ruin.
Slaymates are undead creatures given a semblance of life when a guardian’s betrayal, either outright or through negligence, leads to death. A slaymate’s appearance is a weird and twisted re? ec- tion of the form it had in life.
Slaymates are highly prized by necromancers, and thus are rarely encountered alone, but instead are found in the presence of evil spellcasters and others who dabble in necromancy. Many a slaymate can be found riding, papoose style, on the back of a necromancer who values the slaymate’s special abilities.
Table 1: The Slaymate
Hit Die: d12
Level BAB Ref Fort Will Special Abilities
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 Slaymate Body, Pale Wasting
2 +1 +0 +0 +3 Pale Aura
Class skills (2 + Int modifier per level): Craft, Hide, Listen, Move Silently, Profession, Spot
Requirements:
None
Class Features
Slaymates, when forced to fight, have a disease-laden bite.
Slaymate Body
The Slaymate loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is a small sized undead with one bite natural attack dealing 1d3 + Strength modifier damage with a base speed of 20 feet. It gains a +4 bonus on natural armour.
Pale Wasting (Su)
Supernatural disease — bite, Fortitude DC 12, incubation period 1 day; damage 1d6 Con and 1d6 Str. The save DC is Charisma-based.
Pale Aura (Su)
A slaymate produces an invisible aura in a 10-foot radius around itself. Any creature within the aura that uses a metamagic feat on a spell from the school of necromancy can prepare or use the spell as if it took up a spell slot one level lower than what the metamagic necromancy spell would normally require.
Skin Kite
(http://www.wizards.com/dnd/images/libris_gallery/84768.jpg)
A knot of flaccidly flapping membranes kites through the air, now drifting with the currents, now stooping swiftly through the air toward you.
Skin kites are undead creatures made up of the stolen skin of past victims. They feed on the skin of living beings, replenishing their own constantly rotting skin, as well as using new skin as spawning material for new skin kites.
No two skin kites appear the same. They display a range of different colors, depending on the creatures from which they were harvested. Many skin kites have rotting clumps of hair or fur, unintended additional trophies from past victims.
Table 1: The Skin Kite
Hit Die: d12
Level BAB Ref Fort Will Special Abilities
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 Skin Kite Body, Ability Score Increase, Meld
2 +1 +0 +0 +3 Ability Score Increase, Steal Skin, Launch Kite
Class skills (2 + Int modifier per level): Craft, Hide, Listen, Move Silently, Spot, Profession
Requirements:
None
Class Features
A skin kite attacks by landing on a victim and melding a portion of its undead membrane with its victim’s skin.
Skin Kite Body
The Skin Kite loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is a small sized undead with one touch natural attack dealing 1d4 + Strength modifier damage with a base speed of 10 feet and a fly speed of 40 feet (average).
Ability Score Increase
At each level, the Skin Kite gains a +2 bonus to its Dexterity score.
Meld (Ex)
If a skin kite hits a Small or larger creature with a melee touch attack, it melds with the opponent’s body. An attached skin kite is effectively grappling its prey. The skin kite loses its Dexterity bonus to AC, but while melded, it is hard to remove. Skin kites have a +12 racial bonus on grapple checks. A melded skin kite can be struck with a weapon or grappled itself. To remove a melded skin kite by grappling, the opponent must achieve a pin against the skin kite, which forcefully peels the creature off and also deals 1d6 points of damage to the opponent.
Steal Skin (Ex)
A skin kite steals portions of its foe’s skin, absorbing them directly into itself, dealing 1d6 damage and 1d4 points of Charisma damage in each round when it remains melded.
Launch Kite (Ex)
When a skin kite has absorbed 4 points of Charisma (through its steal skin ability), it attempts to retreat to a safe place where it can take a full-round action to spawn a new skin kite with the stolen skin. A freshly launched skin kite has a number of hit points equal to the original’s current total (its full normal hit points are equal to the original’s full normal total, even if its current hit points are lower than that). Skin kites created in this way are under the control of the creator. This uses the normal 2 HD per character level limit for controlling undead. Any skin kites that cannot be controlled are free willed.
Spectral Lyricist
(http://www.wizards.com/dnd/images/libris_gallery/84773.jpg)
A smiling, brightly clothed figure stands before you
In life, a spectral lyrist used its powers of performance and persuasion to further the cause of evil and strife, whether by urging listeners to commit violence or simply luring the innocent to their deaths. Cursed to forever walk the earth, it blames those still alive for its undead state and seeks to commit even greater evils against them.
A spectral lyrist can appear as any Medium humanoid, and it doesn’t share the insubstantial or diaphanous appearance of other incorporeal creatures when so disguised. A lyrist is weightless, regardless of appearance.
Table 1: The Spectral Lyricist
Hit Die: d12
Level BAB Ref Fort Will Cha Special Abilities
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 +1 Spectral Lyricist Body, Charisma Drain
2 +1 +0 +0 +3 +2 Alter Appearance
3 +1 +1 +1 +3 +3 Bardic Music
Class skills (2 + Int modifier per level): Bluff, Craft, Diplomacy, Disguise, Intimidate, Listen, Perform, Profession, Spot
Requirements:
None
Class Features
A spectral lyrist uses its ability to bluff and change its appearance to present itself as a friendly creature, putting victims at ease until it can use its fascinate and suggestion abilities. Once victims are close enough, it uses its touch attack to drain their Charisma.
Spectral Lyricist Body
The Spectral Lyricist loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is an incorporeal medium sized undead with an incorporeal touch attack (see below) with a fly speed of 60 feet (good). It gains a natural armour bonus of +5.
Ability Score Increase
At each level, the Spectral Lyricist gains a +1 bonus to its Charisma score.
Incorporeal
At 1st hit dice, the Spectral Lyricist can be harmed by all forms of attack, and can attack others as if it was corporeal. it can interact with unattended corporeal objects for one round three times per day and cannot fly higher than 5 feet off the ground, plus an additional 5 feet per 2 hit dice. It cannot completely hide within objects and interacts with water as if it had a swim speed equal to its fly speed. It cannot chose not to be heard by Listen checks though she does receive a +5 circumstance bonus to Move Silently.
Upon gaining its 5th hit dice, the Spectral Lyricist loses the ability to interact with corporal objects, but can now fly and interact with water as per the incorporeal subtype and receive a +10 circumstance bonus to Move Silently. Nonmagical attacks made by corporeal creatures against the spectral lyricist, and melee attacks made by the Spectral Lyricist against corporeal targets, are now ineffective. Magical weapons and spells used by corporeal creatures against the Spectral Lyricist have a 10% chance miss chance, increasing by 10% at 6th, 7th, 8th and 9th hit dice. There is a maximum of a 50% miss chance. Positive energy, negative energy, force effects such as magic missile, and attacks made with ghost touch weapons ignore this miss chance. Magical weapons used by the Spectral Lyricist against corporeal targets have the same miss chance if they aren't ghost touch weapons.
Upon gaining its 10th hit dice, the Spectral Lyricist is fully affected by the incorporeal subtype as normal.
Charisma Drain (Su)
Living creatures hit by a spectral lyrist’s touch attack must make a DC 15 Forti tude save or take 1d6 points of Charisma drain. The save DC is Charisma-based. When a spectral lyrist drains a victim’s Charisma, it gains 5 temporary hit points and 1 temporary Charisma point, no matter how many points it drains. Temporary hit points and ability points gained in this way last for 1 up to hour.
Alter Appearance (Su)
As a free action once per round, a spectral lyrist can alter its appearance. It can appear as any humanoid creature of Medium size, and it gains a +10 bonus on Disguise checks when it uses this ability. Unless the disguise is pierced by a successful Spot check, onlookers don’t even notice the lyrist’s incorporeal nature until an attack passes harmlessly through the creature.
Bardic Music (Su)
A spectral lyrist has the bardic music abilities of fascinate and suggestion. These function identically to the bard class features of the same name. A spectral lyrist can use these abilities a total of six times per day. If the spectral lyricist subsequently takes a level in a class granting bardic music, his levels in spectral lyricist stack for all purposes.
Tomb Mote
(http://www.wizards.com/dnd/images/libris_gallery/84775.jpg)
These tiny, vaguely humanoid creatures are animated accumulations of tomb litter—shards of bone, lone teeth, matted hair, bits of shattered tombstone, and grave dirt.
Tomb motes sometimes spontaneously arise in graveyards with a high concentration of buried magic, undead activity, and/or mass burials. As accumulations of grave detritus, tomb motes are surprisingly smart and vicious.
Table 1: The Tomb Mote
Hit Die: d12
Level BAB Ref Fort Will Special Abilities
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 Tomb Mote Body, Ability Score Increase, Disease
2 +1 +0 +0 +3 Ability Score Increase, Quickness
Class skills (2 + Int modifier per level): Craft, Hide, Move Silently, Profession
Requirements:
None
Class Features
Tomb motes typically attack from ambush due to their size. If possible, they attempt to attack a foe en masse.
Tomb Mote Body
The Tomb Mote loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is a tiny sized undead with one bite natural attack dealing 1d4 + Strength modifier damage with a base speed of 20 feet and a swim speed of 20 feet. It gains a +3 bonus on natural armour and damage reduction 2/cold iron or magic.
Ability Score Increase
At each level, the Tomb Mote gains a +2 bonus to its Dexterity score.
Disease (Ex)
A creature struck by a tomb mote’s bite attack must make a DC 11 Fortitude save or be infected with a disease known as corpse bloat (incubation period 1d3 days, damage 1d6 Str). The skin of a diseased victim turns a hue of green, bloats, and is warm to the touch. The save DC is Charisma-based.
Quickness (Su)
A tomb mote is supernaturally quick. It can take an extra standard action or move action during its turn each round. It can use this once per day per hit dice.
Voidwraith
(http://www.wizards.com/dnd/images/libris_gallery/84778.jpg)
This creature appears to be a formless cloud of darkness, broken only by two pinpoints of glowing red. A breeze blows toward it, as if it were drawing air into its body.
A voidwraith is an undead manifestation of elemental air. It hungers for the breath of the living.
Voidwraiths vaguely resemble wraiths in their appearance, but are more amorphous and cloudlike. Still, they share the wraith’s hatred for all living things.
Table 1: The Voidwraith
Hit Die: d12
Level BAB Ref Fort Will Dex Special Abilities
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 +2 Voidwraith Body, Skills
2 +1 +0 +0 +3 +4 Steal Breath
3 +1 +1 +1 +3 +6 Airless Aura
Class skills (2 + Int modifier per level): Craft, Hide, Listen, Profession, Spot
Requirements:
None
Class Features
A voidwraith lurks in dark places until it can sweep out and attack a living victim. Thanks to its stealth and speed, it often surprises targets.
Voidwraith Body
The Voidwraith loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is an incorporeal medium sized undead with an incorporeal touch attack dealing 1d4 damage with a fly speed of 60 feet (perfect). It gains a natural armour bonus of +5. It has a -2 penalty to its turn resistance against any creature that can also turn or rebuke elemental creatures.
Ability Score Increase
At each level, the Voidwraith gains a +2 bonus to its Dexterity score.
Incorporeal
At 1st hit dice, the Voidwraith can be harmed by all forms of attack, and can attack others as if it was corporeal. it can interact with unattended corporeal objects for one round three times per day and cannot fly higher than 5 feet off the ground, plus an additional 5 feet per 2 hit dice. It cannot completely hide within objects and interacts with water as if it had a swim speed equal to its fly speed. It cannot chose not to be heard by Listen checks though she does receive a +5 circumstance bonus to Move Silently.
Upon gaining its 5th hit dice, the Voidwraith loses the ability to interact with corporal objects, but can now fly and interact with water as per the incorporeal subtype and receive a +10 circumstance bonus to Move Silently. Nonmagical attacks made by corporeal creatures against the Voidwraith, and melee attacks made by the Voidwraith against corporeal targets, are now ineffective. Magical weapons and spells used by corporeal creatures against the Voidwraith have a 10% chance miss chance, increasing by 10% at 6th, 7th, 8th and 9th hit dice. There is a maximum of a 50% miss chance. Positive energy, negative energy, force effects such as magic missile, and attacks made with ghost touch weapons ignore this miss chance. Magical weapons used by the Voidwraith against corporeal targets have the same miss chance if they aren't ghost touch weapons.
Upon gaining its 10th hit dice, the Voidwraith is fully affected by the incorporeal subtype as normal.
Skills
A voidwraith has a +4 racial bonus on Hide checks.
Steal Breath (Su)
Living creatures hit by a voidwraith’s touch attack must succeed on a DC 13 Fortitude save or take 1d2 points of Constitution drain. (Creatures with the air subtype take a –4 penalty on this save.) When a voidwraith drains a victim’s Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for 1 up to hour. The save DC is Charisma-based. If the target creature is holding its breath and fails the save, the number of rounds of remaining breath is reduced by 2 per point of Constitution drained. If this reduction exhausts all of the target’s remaining breath, it creature must begin making Constitution checks or start to suffocate (see Suffocation, page 304 of the Dungeon Master’s Guide).
Airless Aura (Su)
A voidwraith’s body is surrounded by an aura of near vacuum at all times. This means that any creatures adjacent to the voidwraith have no air to breathe and must hold their breath (see Suffocation, page 304 of the Dungeon Master’s Guide).
Wheep
(http://www.wizards.com/dnd/images/libris_gallery/84779.jpg)
The empty orbs of this wizened corpse leak a vile, black ichor that streaks the creature’s face and body, coating its clawed limbs. As the ichor runs into the creature’s mouth, it bubbles and pops, so that its constant wailing emerges as a gurgling keen.
Wheeps are undead servants of more powerful unliving lords, usually serving as bodyguards but sometimes sent on missions to procure from guarded cemeteries the remains of particularly powerful and trusted figures. Their average size belies a powerful undead strength, fueled by their undying sorrow.
Eyeless, a wheep is in constant pain, sniffiing and crying aloud unless it is trying to hide or move silently. From its hollow eye sockets, a wheep continuously produces a poison with the appearance of black bile. It is easy to track wheeps that have passed through an area in the last hour, because they leave behind a trail of their poisonous tears.
Table 1: The Wheep
Hit Die: d12
Level BAB Ref Fort Will Str NA Special Abilities
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 +3 +2 Wheep Body
2 +1 +0 +0 +3 +6 +4 Poison Tears
3 +1 +1 +1 +3 +9 +6 Damage Reduction
4 +2 +1 +1 +4 +12 +8 Unholy Grace
5 +2 +1 +1 +4 +15 +10 Fast Healing
6 +3 +2 +2 +5 +18 +12 Weeping Dirge
Class skills (2 + Int modifier per level): Craft, Hide, Listen, Move Silently, Profession, Spot
Requirements:
None
Class Features
Those close enough to hear a wheep’s cries may be taken aback, but they are likely to be far more threatened by the creature’s poison-coated claws and maw.
Wheep Body
The Wheep loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is a medium sized undead with two claws dealing 1d8 + Strength modifier damage, and one bite deal 1d6 + Strength modifier damage with a base speed of 30 feet. It gains turn resistance of +4, and blindsight out to 60 feet.
Ability Score Increase
At each level, the Wheep gains a +3 bonus to its Strength score.
Natural Armour Increase
At each level, the Wheep gains a +2 bonus to its natural armour.
Poison Tears (Ex)
The poison tears that continually pour from a wheep’s empty eyes are actually an injury poison that coats the creature’s claws and fills its mouth. Whenever a wheep succeeds on a claw or bite attack, its foe is subject to the poison—injury, Fortitude DC 14, initial and secondary damage 1d6 Con. The save DC is Charisma-based. After an hour, the poisonous bile decomposes and evaporates, losing all efficacy.
Damage Reduction
The wheep gains damage reduction 5/magic and piercing
Unholy Grace (Su)
A wheep adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.
Fast Healing
A wheep gains fast healing +10.
Weeping Dirge (Su)
When it chooses (which is almost always, unless moving silently), a wheep can spend a free action each round crying and blubbering. All who hear the wheep’s awful, grave-born sorrow must make DC 14 Will saves or be shaken for the duration of the encounter. Once a particular creature saves against a wheep’s dirge, that creature cannot be affected again by the same wheep for 24 hours. This is a sonic effect. The save DC is Charisma-based.
Angel of Decay
(http://www.wizards.com/dnd/images/libris_gallery/84733.jpg)
A repulsive, extremely tall, humanlike creature with long, rotting wings and peeling flesh, this monstrosity continually sheds rivulets of filth and decay, creating a pool of rot in which it stands.
A mockery of a true angel, an angel of decay may appear similar to an angelic outsider only by happenstance, not design. It is an undead creature that is powered by decay.
When a healthy creature softens, crumbles, and liquefies in death, an indefinable essence wafts away like putrid steam off stagnant beach sand. This decomposing flesh radiates an essential energy in its dissipation, and an angel of decay can extract the power resident therein.
Table 1: The Angel of Decay
Hit Die: d12
Level BAB Ref Fort Will Str Wis Int NA Special Abilities
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 +3 +1 +1 +1 Angel of Decay Body
2 +1 +0 +0 +3 +5 +2 +2 +2 Reach
3 +1 +1 +1 +3 +8 +3 +3 +3 Damage Reduction, Wings of Rot
4 +2 +1 +1 +4 +10 +4 +4 +4 Unholy Grace
5 +2 +1 +1 +4 +13 +5 +5 +5 Rotting Touch
6 +3 +2 +2 +5 +15 +6 +6 +6 Size Increase
7 +3 +2 +2 +5 +18 +7 +7 +7 Spell Resistance
8 +4 +2 +2 +6 +20 +8 +8 +8 Rotting Aura
Class skills (2 + Int modifier per level): Concentration, Craft, Diplomacy, Hide, Knowledge (arcana), Listen, Move Silently, Profession, Search, Sense Motive, Spellcraft, Spot, Survival
Requirements:
None
Class Features
An angel of decay prefers to wade into combat, literally, since when it touches down, it produces a constantly renewing pool of liquid corruption.
Angel of Decay Body
The Angel of Decay loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is a medium sized undead with two claws dealing 1d10 + Strength modifier damage with a base speed of 30 feet. It starts with a natural armour bonus of +5.
Ability Score Increase
At each odd level, the Angel of Decay gains a +3 bonus to its Strength score. At each even level, the Angel of Decay gains a +2 bonus to its Strength score. At each level it gains a +1 bonus to its Wisdom and to its Intelligence.
Natural Armour Increase
At each level, the Angel of Decay gains a +1 bonus to its natural armour.
Reach
An angel of decay has a 5 foot racial bonus to reach.
Damage Reduction
The Angel of Decay gains damage reduction 10/magic and adamantium
Wings of Rot
An angel of decay grows wings of foul, decayed flesh, constantly dripping ill fluids. At 3rd level, these wings can be used to make two 1d4 wing slam attacks. At 6th level, they grant the angel of decay a flight speed of 50 feet (poor).
Unholy Grace (Su)
A Angel of Decay adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.
Rotting Touch (Su)
An angel of decay that hits a single foe with more than one attack in a round rots its opponent’s flesh. This effect automatically deals an extra 1d6+6 points of damage and heals the angel of decay of 5 points of damage.
Size Increase
The Angel of Decay permanently increases its size category to Large, and gains all benefits and penalties thereof, except as detailed here. Its claw attacks increase to 2d6, and its wing slams to 1d6.
Spell Resistance
Upon reaching its 7th level, an angel of decay gains spell resistance equal to 10 + class level + charisma modifier.
Rotting Aura (Su)
When the creature is not flying, rivulets of vile corruption stream from an angel of decay’s body, constantly regenerating and renewing a pool of odiferous rot all around the creature. An angel of decay’s pool of rot is a 15-foot-radius spread. Any corporeal creature standing on the ground within that area must make a DC 20 Reflex saving throw each round or take 5d6 points of damage (half that on a successful save) as its flesh begins to succumb to decay. The creature must also succeed on a subsequent DC 20 Will saving throw (regardless of whether it succeeds on the fi rst save) or be nauseated for 1 round. In each round that a creature takes damage from an angel of decay’s rotting aura, the angel of decay heals 5 points of damage per victim. This save DC is charisma based.
Aptropal Scion
(http://www.wizards.com/dnd/images/libris_gallery/84734.jpg)
This creature’s hairless, overlarge head surmounts its wet, wrinkled, and bloated humanoid body. Its eyes are glassy and vacant. Its arms are too slender, and its tiny hands end in cruelly sharpened nails, while its legs are atrophied, dead things that hang useless below it.
Atropal scions are clots of divine flesh given form and animation by bleak-hearted gods of death. When a stillborn godling rises spontaneously as an undead, a great abomination is born. If that abomination is defeated, but any fragment or cast-off bit of flesh remains, an atropal scion may yet arise from those fragments, lessened in power from its divine beginnings, but no less hateful for its stature.
An atropal scion is a power to be reckoned with, and once animate in the world, seeks power over both life and unlife in an unrelenting bid for domination that only its lifeless tissue is able to sustain.
Table 1: The Aptropal Scion
Hit Die: d12
Level BAB Ref Fort Will Wis NA Special Abilities
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 +0 +1 Aptropal Scion Body, Fast Healing, Magic of the Dead Gods
2 +1 +0 +0 +3 +1 +2 Rebuke Undead
3 +1 +1 +1 +3 +1 +3 Damage Reduction
4 +2 +1 +1 +4 +2 +4 Unholy Grace
5 +2 +1 +1 +4 +2 +5 Flight
6 +3 +2 +2 +5 +4 +6 Death Gaze
7 +3 +2 +2 +5 +3 +7
8 +4 +2 +2 +6 +4 +8 Negative Energy Aura
Class skills (2 + Int modifier per level): Concentration, Craft, Knowledge (arcana), Knowledge (Religion), Listen, Move Silently, Profession, Spellcraft, Spot
Requirements:
None
Class Features
A soul-numbing cold comes before and follows an atropal scion. The life energy of heroic creatures is suppressed in its foul aura, and the life force of lesser creatures is extinguished. It directs its spell-like abilities and death gaze upon those foes its mere presence cannot kill.
Aptropal Scion Body
The Aptropal Scion loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is a medium sized undead with a slam dealing 1d8 + Strength modifier damage with a base speed of 20 feet.
Ability Score Increase
At each even level it gains a +1 bonus to its Wisdom.
Natural Armour Increase
At each level, the Aptropal Scion gains a +1 bonus to its natural armour.
Fast Healing
An atropal scion gains fast healing equal to its class level (max +8).
Rebuke Undead (Su)
An atropal scion can rebuke or command undead as a cleric of the same level as the atropal scion’s HD.
Damage Reduction
The Aptropal Scion gains damage reduction 10/adamantium
Unholy Grace (Su)
A Aptropal Scion adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.
Magic of the Dead Gods (Sp)
At each level of the Aptropal Scion class, the character gains some small, but increasing, measure of the power that he might have had. His caster level is equal to his class level.
At first level, he gains the ability to cast speak with dead three times a day.
At second level, he gains the ability to cast invisibility three times a day.
At third level, he gains the ability to cast desecrate three times a day.
At fourth level, he gains the ability to cast dispel magic three times a day.
At fifth level, he gains the ability to cast animate dead three times a day.
At sixth level, he gains the ability to cast bloodstar three times a day.
At seventh level, he gains the ability to cast cone of cold three times a day.
At eighth level, he gains the ability to cast teleport three times a day.
At 12th hit dice, he gains the ability to cast create undead three times a day.
At 13th hit dice, he gains the ability to cast plane shift three times a day.
Flight
The atropal scion gains a fly speed of 30 feet (good).
Death Gaze (Su)
Death, range 60 feet; Fortitude DC 10 + 1/2 class level + charisma negates. Humanoids who die from this attack are transformed into free willed wights 24 hours later.
Negative Energy Aura (Su)
A 60-foot-radius negative energy aura surrounds an atropal scion. All undead in the aura (including the atropal scion) are treated as if they have +4 turn resistance and fast healing 5. Living creatures in the aura are treated as having two negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 2 or less HD fall dead in the negative energy aura (and, at the atropal scion’s option, rise as wights under the atropal scion’s command 1 minute later).
Magic Eternal
If the Aptropal Scion subsequently takes a level in an arcane casting class, his levels in Aptropal Scion stack with the arcane casting class.
Blaspheme
(http://www.wizards.com/dnd/images/libris_gallery/84735.jpg)
Appearing similar to a corpse that has been dug up and surgically modified, this creature stands nearly 7 feet tall, but is extraordinarily thin. Its arms are extra long, hanging nearly to mid-calf. Its head is wide and wedge-shaped, with a split mouth that opens wider than that of a normal humanoid. Its teeth glitter like shards of black, steaming ice.
Crafted in bygone days by power-mad wizards searching to create the perfect undead guardians, blasphemes still roam forgotten areas, seeking to destroy nonevil creatures with their blasphemous bite. They are most likely to be encountered near ruins of ancient cities where magic was valued more highly than personal liberty or morals. If the secret of creating or calling a blaspheme into the world still exists, it is buried in just such a location.
Each blaspheme is created with parts from multiple ancient corpses, with teeth specially harvested from sacrifices to evil powers. However, blasphemes are not hulking, slow-moving constructs; rather, they are lithe and deadly, aware of their surroundings and capable of directing their own actions.
Table 1: The Blaspheme
Hit Die: d12
Level BAB Ref Fort Will Str NA Special Abilities
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 +2 +1 Blaspheme Body
2 +1 +0 +0 +3 +4 +2 Erratic Charge
3 +1 +1 +1 +3 +6 +3 Damage Reduction, Immunity to Cold
4 +2 +1 +1 +4 +8 +4 Blasphemous Contact
Class skills (2 + Int modifier per level): Craft, Listen, Profession, Spot, Survival
Requirements:
None
Class Features
A blaspheme resonates with evil power, the focus of which is concentrated in its teeth. Thus, blasphemes charge into combat in almost every situation, attempting to bite their victims as quickly as possible.
Blaspheme Body
The Blaspheme loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is a medium sized undead with a bite dealing 1d8 + 1.5 Strength modifier damage with a base speed of 30 feet. It starts with a +5 bonus to natural armour,
Ability Score Increase
At each level it gains a +2 bonus to its Strength.
Natural Armour Increase
At each level, the Blaspheme gains a +1 bonus to its natural armour.
Erratic Charge (Ex)
When a blaspheme charges, it can make one turn of up to 90 degrees during its movement. All other restrictions on charges still apply. For instance, it cannot pass through a square that blocks or slows movement, or one that contains a creature. A blaspheme must have line of sight to a targeted opponent at the start of its turn.
Damage Reduction
The Blaspheme gains damage reduction 5/slash
Immunity to Cold
The blaspheme is completely immune to all cold damage.
Blasphemous Contact (Su)
Each time a blaspheme bites a nonevil creature, the creature is dazed for 1 round and takes 1d6 points of Strength damage. There is no saving throw against this effect.
Bleakborn
(http://www.wizards.com/dnd/images/libris_gallery/84736.jpg)
This frigid corpse is so cold that it is frosted with icy crystals. Sensing the warmth of life, it shambles eagerly toward its victims. Its eyes reflect the vacuum of the void, its touch chills to the bone, and its very presence seems to drain the heat from your pores.
When inactive, a bleakborn appears to be nothing but a humanoid corpse, slain either by bitterly cold conditions (or if in a warmer environment, as if by a magical cold attack so potent that the corpse still sparkles with ice crystals). However, whenever any living creature comes to within 30 feet of an inactive bleakborn, the warmth and life of the interloper revive the undead creature, giving it purpose and a icy semblance of life.
Bleakborns are also referred to as Moil zombies in some lesser-known tomes about undead, in supposed reference to the cursed city in which they first arose. A bleakborn is not marked by direct violence; rather, it looks like a humanoid that has been flash-frozen, with discoloration and some ruptured flesh showing here and there.
Table 1: The Bleakborn
Hit Die: d12
Level BAB Ref Fort Will Str NA Special Abilities
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 +2 +1 Bleakborn Body
2 +1 +0 +0 +3 +3 +2 Cold to the Touch
3 +1 +1 +1 +3 +5 +3 Fire Lover
4 +2 +1 +1 +4 +6 +4 Heat-Draining Aura
5 +2 +1 +1 +4 +8 +5 Create Spawn
Class skills (2 + Int modifier per level): Diplomacy, Hide, Intimidate, Listen, Search, Sense Motive, Spot, Survival
Requirements:
None
Class Features
A bleakborn actively moves toward living creatures, attempting to keep them within range of its heat-draining aura. If possible, a bleakborn pummels a living creature with its ice-cold limbs, hoping to deprive its victim of all warmth and life.
Bleakborn Body
The Bleakborn loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is a medium sized undead with a slam dealing 1d6 + 1.5 Strength modifier damage with a base speed of 30 feet. It starts with a +5 bonus to natural armour, and +2 turn resistance.
Ability Score Increase
At each odd level it gains a +2 bonus to its Strength. At each even level it gains a +1 bonus to its Strength.
Natural Armour Increase
At each level, the Bleakborn gains a +1 bonus to its natural armour.
Cold to the Touch (Su)
The touch of a bleakborn deals 2d6 points of cold damage. Each 3 points of cold damage dealt heals a bleakborn of 1 point of damage. If this amount of healing would cause a bleakborn to exceed its full normal hit point total, it gains any excess as temporary hit points. These temporary hit points last for up to 1 hour. Anyone who hits a bleakborn in melee also takes 1d6 points of cold damage, unless wielding a reach weapon.
Contingent Healing
A bleakborn only heals when in range of a living creature that it can affect with its heat-draining aura. Even if brought to 0 hit points or less, a bleakborn eventually heals if a living creature at some future date wanders within 30 feet of the bleakborn’s remains, automatically triggering its heat-draining aura. As long as affected creatures are within its heat-draining aura, a bleakborn’s contingent healing remains active. A bleakborn does not have immunity to cold. While a bleakborn doesn’t take cold damage from its own abilities, it can take cold damage from another of its kind.
Create Spawn (Su)
Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds. These spawn are under the command of the bleakborn that created them and remain enslaved until its destruction. They do not possess any of the abilities they had in life.
Fire Lover (Su)
A magical fire attack heals a bleakborn of 1 point of damage for each 3 points of damage the attack would otherwise deal. If this amount of healing would cause bleakborn to exceed its full normal hit point total, it gains any excess as temporary hit points. These temporary hit points last for up to 1 hour. For example, a bleakborn hit by a fireball that would normally deal 18 points of damage instead gains 6 hit points. A bleakborn makes no saving throws against fire effects.
Heat-Draining Aura (Su)
All living creatures (except those immune to cold damage) that approach within 30 feet of a bleakborn are subject to its heat-draining aura. Victims must make a DC 10 + 1/2 class level + charisma Fortitude save. If they fail, they take 2d6 hit points of cold damage per round as their living heat is sucked away, but if they succeed, they lose only 1d6 hit points per round that they remain in the radius.
Blood Amniote
(http://www.wizards.com/dnd/images/libris_gallery/84737.jpg)
A clot of animate blood the size of a small house, this amoeba of failed life is hungry to add new blood to its oozing body.
The half-congealed blood of past victims gives a blood amniote its form, and its ties to the Negative Energy Plane give the creature animation. It seeks only to pierce the fleshy carapace of all living creatures it comes upon so it can draw out the blood beneath.
Vestiges of past victims completely drained of blood remain imprinted on blood amniotes. Observers sometimes see these random memories as faces that briefly form on the surface of a blood amniote, only to fall away again to formlessness moments later.
Table 1: The Blood Amniote
Hit Die: d12
Level BAB Ref Fort Will Dex NA Special Abilities
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 +1 +2 Blood Amniote Body, Fast Healing, Ooze Traits
2 +1 +0 +0 +3 +2 +4 Reach, Size Increase
3 +1 +1 +1 +3 +3 +6 Blood Call
4 +2 +1 +1 +4 +4 +8 Size Increase
5 +2 +1 +1 +4 +5 +10 Self Spawn
Class skills (2 + Int modifier per level): None
Requirements:
None
Class Features
When a blood amniote senses potential prey, it quickly moves to engage, hoping to draw out the blood of its victims in full quantity.
Blood Amniote Body
The Blood Amniote loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is a medium sized undead with a slam dealing 1d8 + 1.5 Strength modifier damage with a base speed of 30 feet. It starts with a +3 bonus to natural armour, and Blindsight 60 ft.
Ability Score Increase
At each level it gains a +1 bonus to its Dexterity.
Natural Armour Increase
At each level, the Blood Amniote gains a +2 bonus to its natural armour.
Fast Healing
An blood amniote gains fast healing equal to its class level (max +5)
Ooze Traits
Despite being undead, a blood amniote has all the benefits and disadvantages of being an ooze. Blood amniotes are immune to all mind-affecting spells and abilities, and they are blind, giving them immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Blood amniotes also have immunity to poison, magic sleep effects, paralysis, polymorph, and stunning, and they are not subject to extra damage from critical hits or flanking.
Reach
A blood amniote has a 5 foot racial bonus to reach.
Size Increase
The Blood Amniote permanently increases its size category to Large, and gains all benefits and penalties thereof, except its slam attacks increase to 1d10. At 4th level, it increase again to Huge, and gains all benefits and penalties thereof, except its slam attacks increase to 2d6.
Blood Call (Su)
Whenever a blood amniote strikes a living creature in melee combat, its touch causes the target’s body to expel a portion of its own blood through the pores. The expelled blood gathers and flows across the intervening distance between the prey and the blood amniote. This attack deals 1d4 points of Constitution damage to the foe. If a blood amniote deals as many points of Constitution damage during its existence as its hit dice total, it self spawns (see below).
Self Spawn (Ex)
If a blood amniote deals as many points of Constitution damage during its existence as its hit dice total, it self spawns, splitting into two identical blood amniotes, each with a number of hit points equal to the original blood amniote’s full normal total. Blood amniotes created this way are under the creator's control. This uses the normal 2 HD per character level limit for controlling undead. Any blood amniotes that cannot be controlled are free willed.
Bloodmote Cloud
(http://www.wizards.com/dnd/images/libris_gallery/84738.jpg)
This cloud of buzzing insects boils toward its victims, droning ominously in its strangely deep pitch and accompanied by the sickly sweet aroma of blood.
A bloodmote cloud is made up of undead mosquitoes with a blood thirst. While a living mosquito is hardly more than an annoyance, and a swarm of the same is hardly cause for alarm, the appearance of a concentrated swarm of undead bloodsuckers is a calamity.
Table 1: The Bloodmote Cloud
Hit Die: d12
Level BAB Ref Fort Will Dex Special Abilities
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 +1 Bloodmote Cloud Body, Distraction
2 +1 +0 +0 +3 +2 Blood Drain
Class skills (2 + Int modifier per level): None
Requirements:
None
Class Features
A bloodmote cloud seeks to engulf and suck dry any living prey it encounters. A bloodmote cloud is never sated.
Bloodmote Cloud Body
The Bloodmote Cloud loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is a fine sized undead swarm with a fly speed of 20 feet. It gains fine swarm traits, and a radius of 10 feet.
Ability Score Increase
At each level it gains a +1 bonus to its Dexterity.
Blood Drain (Ex)
A bloodmote cloud drains blood and deals 1d3 points of damage and 1d2 points of Constitution damage to any creature whose space it occupies at the end of its move.
Distraction (Ex)
Any living creature that begins its turn with a bloodmote cloud in its space must succeed on a DC 10 + 1/2 class level + charisma modifier Fortitude save or be nauseated for 1 round.
Bone Rat Swarm
(http://www.wizards.com/dnd/images/libris_gallery/84739.jpg)
With the scrabble of hundreds of bony claws, a mass of tiny skeletal creatures surges across the floor, with pinpoints of red light gleaming in their empty eye sockets.
A bone rat swarm is a mass of undead skeletal rats. Though individually such creatures would pose little risk, in great numbers they can strip a creature clean in short order.
Table 1: The Bone Rat Swarm
Hit Die: d12
Level BAB Ref Fort Will Dex NA Special Abilities
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 +2 +2 Bone Rat Swarm Body, Damage Reduction
2 +1 +0 +0 +3 +4 +4 Immunity to Cold, Distraction
Class skills (2 + Int modifier per level): None
Requirements:
None
Class Features
A Bone Rat Swarm seeks to engulf and suck dry any living prey it encounters. A Bone Rat Swarm is never sated.
Bone Rat Swarm Body
The Bone Rat Swarm loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is a tiny sized undead swarm with a base speed of 15 feet, and a climb speed of 15 feet. It gains tiny swarm traits, and a radius of 10 feet.
Ability Score Increase
At each level it gains a +2 bonus to its Dexterity.
Swarm Attack
A bone rat swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Damage Reduction
The bone rat swarm gains damage reduction 5/bludgeoning.
Immunity to Cold
The bone rat swarm is completely immune to all cold damage.
Distraction (Ex)
Any living creature that begins its turn with a bone rat swarm in its space must succeed on a DC 10 + 1/2 class level + charisma modifier Fortitude save or be nauseated for 1 round.
Boneyard
(http://www.wizards.com/dnd/images/libris_gallery/84740.jpg)
The pile of bones before you stirs. The bones rise and reform, and as each bone finds its proper place, the shape of a huge serpentine creature emerges, one whose form is composed of interlocking bones, its head the skull of some unnamed and long-dead beast.
A boneyard is an undead creature made entirely from the bones of other dead creatures. However, unlike a skeleton or similar monster, a boneyard’s form is fluid in the sense that it can appear merely as a pile of bones, or as a serpent composed of bones, or some other form of its choice. Boneyards have been called by many names, depending upon where they are encountered, including bone weirds, dancing bones, and bonetakers.
Table 1: The Boneyard
Hit Die: d12
Level BAB Ref Fort Will Str Wis Int NA Special Abilities
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1 +0 +0 +0 +2 +3 +1 +1 +2 Boneyard Body, Improved Grab
2 +1 +0 +0 +3 +5 +2 +2 +4 Reach, Bone Subsumption
3 +1 +1 +1 +3 +8 +3 +3 +6 Damage Reduction, Size Increase
4 +2 +1 +1 +4 +10 +4 +4 +8 Spell Resistance
5 +2 +1 +1 +4 +13 +5 +5 +10 Fast Healing, Flight
6 +3 +2 +2 +5 +15 +6 +6 +12 Size Increase, Immunity to Cold
7 +3 +2 +2 +5 +18 +7 +7 +14 Summon Skeletons
8 +4 +2 +2 +6 +20 +8 +8 +16 Utter Subsumption
Class skills (2 + Int modifier per level): Balance, Climb, Hide, Jump, Listen, Move Silently, Search, Spot
Requirements:
None
Class Features
A boneyard seeks to bite and subsume the bones of its foes. If it can start a grapple, it pulls victims directly into its mass.
Boneyard Body
The Boneyard loses all other racial bonuses, and gains the following Undead traits.
* No Constitution score.
* Darkvision out to 60 feet.
* Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
* Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
* Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
* Heals naturally.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Uses its Charisma modifier for Concentration checks.
* Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
* Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
* Undead do not breathe, eat, or sleep.
It is a medium sized undead with a bite dealing 1d10 + 1.5 Strength modifier damage with a base speed of 20 feet. It starts with a natural armour bonus of +4.
Ability Score Increase
At each odd level, the Boneyard gains a +3 bonus to its Strength score. At each even level, the Boneyard gains a +2 bonus to its Strength score. At each level it gains a +1 bonus to its Wisdom and to its Intelligence.
Natural Armour Increase
At each level, the Boneyard gains a +1 bonus to its natural armour.
Improved Grab (Ex)
To use this ability, a boneyard must hit a Large or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can try to utterly subsume all the bones in the victim’s body.
Reach
An Boneyard has a 5 foot racial bonus to reach.
Bone Subsumption (Su)
Whenever a boneyard successfully bites a foe, the victim must make a DC 10 + 1/2 class level + charisma Fortitude save (except for undead victims, which make Will saves). On a failed save, the victim’s bones begin to melt away from the body to meld with the form of the boneyard. The victim takes 1d4 points of damage to Constitution, Dexterity, and Strength per four class levels (minimum 1d4). This ability works only on creatures that possess a skeletal structure (so it works on many undead, but it is useless against constructs, elementals, oozes, and plants).
Damage Reduction
The Boneyard gains damage reduction 10/-.
Size Increase
The boneyard permanently increases its size category to Large, and gains all benefits and penalties thereof, except its bite attack increases to 2d6. At 6th level, it increase again to Huge, and gains all benefits and penalties thereof, except its bite attack increases to 2d8.
Spell Resistance
Upon reaching its 7th level, a boneyard gains spell resistance equal to 10 + class level + charisma modifier.
Fast Healing
A boneyard gains fast healing of 2 + class level (max +10).
Flight
The boneyard gains a fly speed of 60 feet (good).
Immunity to Cold
The boneyard is completely immune to all cold damage.
Summon Skeletons (Su)
A boneyard can summon undead creatures from its own bones once per day: 3–6 troll skeletons or 2–4 young adult red dragon skeletons. The undead arrive in 1d10 rounds and serve for 1 hour or until they are reabsorbed back into the boneyard.
Utter Subsumption (Su)
If a boneyard wins a grapple check after using its improved grab ability, it attempts to pin the target on its next action. A boneyard that begins a turn with a victim still pinned and that makes one more successful grapple check automatically tears every bone from the victim’s body, instantly killing the victim.
Summon Undead
Given the actual Summon Undead spells have always been crap and never reached far enough to be a complete set, I figured I'd replace them with a set that actually makes sense. And allows more freedom to the caster. If you're wondering at where the CRs came from, they're the same as those from the Astral Construct power.
Summon Undead I
Conjuration (Summoning) [Evil]
Level: Sorcerer 1, Wizard 1
Components: V, S, AF,
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can't shake the impression of screaming faces in the cloud's tendrils.
This spell functions like summon monster I (PH 285), except that you summon an undead creature.
Summon undead I conjures a single undead creature of your choice with a Challenge Rating of 1/2, or two undead creatures of CR 1/4, or four undead creatures of CR 1/8. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead or the other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1. No undead creature summoned in this way may create any spawn.
Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.
Summon Undead II
Conjuration (Summoning) [Evil]
Level: Sorcerer 2, Wizard 2
Components: V, S, AF,
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can't shake the impression of screaming faces in the cloud's tendrils.
This spell functions like summon monster I (PH 285), except that you summon an undead creature.
Summon undead II conjures a single undead creature of your choice with a Challenge Rating of 1, or two undead creatures of CR 1/2, or four undead creatures of CR 1/4. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead or the other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1. No undead creature summoned in this way may create any spawn.
Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.
Summon Undead III
Conjuration (Summoning) [Evil]
Level: Sorcerer 3, Wizard 3
Components: V, S, AF,
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can't shake the impression of screaming faces in the cloud's tendrils.
This spell functions like summon monster I (PH 285), except that you summon an undead creature.
Summon undead III conjures a single undead creature of your choice with a Challenge Rating of 2, or two undead creatures of CR 1, or four undead creatures of CR 1/2. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead or the other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1. No undead creature summoned in this way may create any spawn.
Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.
Summon Undead IV
Conjuration (Summoning) [Evil]
Level: Sorcerer 4, Wizard 4
Components: V, S, AF,
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can't shake the impression of screaming faces in the cloud's tendrils.
This spell functions like summon monster I (PH 285), except that you summon an undead creature.
Summon undead IV conjures a single undead creature of your choice with a Challenge Rating of 3, or two undead creatures of CR 2, or four undead creatures of CR 1. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead or the other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1. No undead creature summoned in this way may create any spawn.
Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.
Summon Undead V
Conjuration (Summoning) [Evil]
Level: Sorcerer 5, Wizard 5
Components: V, S, AF,
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can't shake the impression of screaming faces in the cloud's tendrils.
This spell functions like summon monster I (PH 285), except that you summon an undead creature.
Summon undead V conjures a single undead creature of your choice with a Challenge Rating of 5, or two undead creatures of CR 3, or four undead creatures of CR 2. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead or the other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1. No undead creature summoned in this way may create any spawn.
Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.
Summon Undead VI
Conjuration (Summoning) [Evil]
Level: Sorcerer 6, Wizard 6
Components: V, S, AF,
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can't shake the impression of screaming faces in the cloud's tendrils.
This spell functions like summon monster I (PH 285), except that you summon an undead creature.
Summon undead VI conjures a single undead creature of your choice with a Challenge Rating of 7, or two undead creatures of CR 5, or four undead creatures of CR 3. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead or the other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1. No undead creature summoned in this way may create any spawn.
Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.
Summon Undead VII
Conjuration (Summoning) [Evil]
Level: Sorcerer 7, Wizard 7
Components: V, S, AF,
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can't shake the impression of screaming faces in the cloud's tendrils.
This spell functions like summon monster I (PH 285), except that you summon an undead creature.
Summon undead VII conjures a single undead creature of your choice with a Challenge Rating of 8, or two undead creatures of CR 6, or four undead creatures of CR 4. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead or the other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1. No undead creature summoned in this way may create any spawn.
Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.
Summon Undead VIII
Conjuration (Summoning) [Evil]
Level: Sorcerer 8, Wizard 8
Components: V, S, AF,
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can't shake the impression of screaming faces in the cloud's tendrils.
This spell functions like summon monster I (PH 285), except that you summon an undead creature.
Summon undead VIII conjures a single undead creature of your choice with a Challenge Rating of 9, or two undead creatures of CR 7, or four undead creatures of CR 5. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead or the other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1. No undead creature summoned in this way may create any spawn.
Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.
Summon Undead IX
Conjuration (Summoning) [Evil]
Level: Sorcerer 9, Wizard 9
Components: V, S, AF,
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
The undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can't shake the impression of screaming faces in the cloud's tendrils.
This spell functions like summon monster I (PH 285), except that you summon an undead creature.
Summon undead IX conjures a single undead creature of your choice with a Challenge Rating of 10, or two undead creatures of CR 8, or four undead creatures of CR 6. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead or the other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1. No undead creature summoned in this way may create any spawn.
Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid.
The material here is adapted from or based on Dark Sun 3.5, and something I got interested in after building the Walker in the Wastes class mentioned below.
Preserving and Defiling
Magic-users using preserving and defiling drains energy from the surrounding soil. The method used labels these magic-users as defilers or preservers. Preservers have the self–control to gather energy without destroying plants, but the strength of their magic suffers as a result. Those who do not, or who feel no remorse about the damage caused, become defilers. Defilers leave behind sterile soil and infertile ash when they cast spells, slowly changing the world they inhabit into a barren wasteland. Such is the price of power.
Preserving and defiling is a cast mechanic that originally appeared in Dark Sun, where magic-users slowly turned the world into a barren desert in their pursuit of greater glory, but it is something that can be dropped onto any caster with ease. When using this ruleset, a magic-user chooses whether to be a preserver or defiler at character creation. In Dark Sun, this choice is only applied to arcane casters, but depending on the setting can be applied to any class. Walker in the Wastes (http://www.minmaxboards.com/index.php?topic=16478.0) is a defiling divine class, for instance.
Preserving
Preservers are those casters who have decided to protect the land, to take only what they need and nothing more. This can be for many reasons, be they noble, selfish, or otherwise, but universally preservers recognize the need to protect the plant life that fuels their magics. To a preserver, power might be just as important as to a defiler, but they can see the to the future, beyond a time when a momentary abuse of power strips away possibilities and options. Unlike defilers, a preserver can be of any alignment, for choosing to preserve the land in no way determines the strength or desires of a preserver's soul.
When casting a spell as a preserver, a magic-user leaves behind a circle of wilted, but not destroyed, plant life as he draws energy from the surrounding flora. The radius of this wilting is 5 ft. x spell slot level expended. While this loss of life energy does not kill the plants, if a preserver continues to draw on the same terrain repeatedly, he will eventually draw enough energy to turn the area to ash, much like a defiler. If a square is used to provide energy for more than three spells in a 24 hour period, the plant life in that square collapses to ash as if it had been defiled. This does not count as a use of defiling. Terrain types affect magic depending on the amount of plant life available. Barren and desolate terrains weaken spells, while fertile and abundant terrains boost spells. Spell save DCs and caster level checks are affected as indicated in Table 1: Terrain Modifiers. In addition, preservers take a -2 penalty to caster level and spell DCs, for their magic is inherently weaker than that of defilers. Magic-users cannot draw energy to cast spells from inside an area that has been defiled. Any attempt to do so means the spell fails. Likewise, any attempt to cast a spell in a completely lifeless area (such as flying too high above the ground) will cause the spell to fail from lack of energy.
Defiling
The choice to defile is a voluntary one, one most often undertaken because it is the quickest and easiest route to power. Certainly, in a straight contest, a defiler will always succeed versus a preserver. But magical power such as that wielded by a defiler comes at a cost, both to the land and to the soul. Defilers cannot be good, and indeed are almost always evil, for to wield their magics they must voluntarily inflict pain and suffering upon those around them, often including their own allies.
When casting a spell using defiling, a magic-user leaves behind an ashen circle of destroyed plant life. The radius is 5 ft. x spell slot level expended. Creatures except the magic-user caught within the defiling radius at casting time experience pain and suffer a –1 penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round. Plant creatures also suffer 4 hp damage x spell level of the slot expended. Terrain types affect magic depending on the amount of plant life available. Barren and desolate terrains weaken spells, while fertile and abundant terrains boost spells. Spell save DCs and caster level checks are affected as indicated in Table 1: Terrain Modifiers. Magic-users cannot draw energy to cast spells from inside an area that has already been defiled. Any attempt to do so means the spell fails. Likewise, any attempt to cast a spell in a completely lifeless area (such as flying too high above the ground) will cause the spell to fail from lack of energy.
Corruption & Atonement
At any time, a preserver can choose to cast a spell by defiling. This is usually done in a moment of extreme need, when the penalty to caster level from casting a spell via preserving makes taking the risk of defiling acceptable. It should be noted that this is an evil act, as the preserver is wilfully killing plant life and causing pain to living creatures when such is not necessary. It is this wanton disregard for the health of the ecosystem and the needs of those who live there that makes almost all defilers eventually fall to evil.
Any preservers who defile must roll a Will save DC 10 + spell level + amount of times previously defiled. Failing this save, they become defilers. Preservers succeeding the save lose their preserver status and become tainted. Tainted preservers are not defilers, but risk becoming so. Tainted preservers may seek redemption from a druid. The druid, if willing and able, can cast a conversion spell on the tainted preserver, restoring her preserver status (reset the number of times defiled to zero). The preserver loses 100 XP per spellcaster level. Defilers can also seek redemption, but lose 1000 XP per spellcaster level. Usually the defiler must undertake a quest or otherwise demonstrate a true willingness to redeem herself before the druid casts the conversion spell.
Repairing the land damaged by defiling requires the intercession of a nature priest or a druid. The means by which they can reinvigorate flora burnt to ash is by investing the drained terrain with magical energy drawn from another source through the use of the rejuvenate spell, detailed below.
Table 1: Terrain Modifiers
Terrain Type Examples DC Modifier Caster Level Modifier
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Lifeless Air, obsidian planes, negative energy plane Spell Fails Spell Fails
Desolate Salt flats, glaciers –2 –2
Barren Boulder fields, stony barrens, scrublands, taiga –1 –1
Infertile Cities, rocky badlands, stony barrens, scrubland +0 +0
Fertile Verdant plains, savannahs, swamps, mud flats +1 +1
Abundant Forests, oceans, gardens +2 +2
Spells
Conversion
Abjuration
Level: Drd 5
Components: V, S, M, F, XP
Casting Time: 1 hour
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
This spell removes the burden of acts of defiling from a magic-user. The magic-user seeking atonement must be truly repentant and desirous of setting right their destruction of plant life. If the subject defiled while under some sort of magical or psionic compulsion or was otherwise unwilling, conversion operates normally at no cost to you. However, if the defiling was deliberate and wilful, you must expend personal energy to cleanse the subject. This costs the caster 500 experience points to expunge the subject’s taint of defiling. Naturally, many casters first assign the subject some sort of quest (via geas/quest) or similar penance to make sure the creature is truly repentant before casting conversion on its behalf. The caster must be at least one level higher that the subject. Conversion may be cast for one of several purposes, depending on being cast on a preserver or a defiler:
Preserver: This removes all taint of defiling from the spellcaster. Thus, the Will save DC to resist falling to the path of the defiler is now reset to 10 + level of spell cast by defiling.
Defiler: A repentant defiler becomes a preserver and can cast spells without damaging plant life.
XP Cost: When cast for the benefit of a creature whose guilt was the result of deliberate acts, the cost to you is 500 XP. If the subject is a defiler, this cost is doubled.
Material Component: Burning incense.
Focus: Rare plants and herbs worth at least 500 Gp.
Rejuvenate
Transmutation
Level: Clr 6, Drd 5
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Circle of ground extending out to range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None
Ash and dust is whirled up into the air and takes on a bright green glow, resembling that of fireflies. As they fall on the sterile land, the ground feels soft and moist once more. You grant the ability to support vegetation to an area of ground. In the case of ground made sterile by defiler magic, rejuvenate dispels the ground’s sterility, making it immediately capable of supporting vegetation. A circle of ground extending out from you is enriched and moistened, and a blanket of fine grass appears instantly. The soil and grass are not magical, however, and are subject to normal weather conditions. However, the grass will survive for at least a week, even in the worst of weather. The spell may also be cast on any ground short of solid rock. If cast on an area that can already support plant life, rejuvenate increases the ground’s fertility as the enrichment effect of the spell plant growth, and the range is a half mile.
Material Component: A seed (any kind) and a drop of water.
Raze Feats
Raze feats are feats that require the spellcaster to be a defiler, and can only be applied when defiling. Multiple raze feats can be applied simultaneously. For example, a defiler who has Distance Raze, Destructive Raze and Fast Raze can benefit from all of them when casting a single spell. A wizard’s bonus feats can be used to acquire Raze feats if the wizard fulfills the feat prerequisites.
Agonizing Radius
Your defiling techniques are particularly painful.
Benefits: The penalties for being caught within your defiling radius increase by one (i.e. from –1 to –2).
Controlled Raze
You increase your defiling radius and may specify unaffected squares.
Benefits: Your defiling radius increases by 5 feet. You can specify one 5 ft. square per 5 ft. radius of your defiling circle that is unaffected by your energy gathering. Creatures in unaffected squares do not suffer the adverse effects of being caught in the defiling circle, nor is vegetation in that square turned to ash.
Distance Raze
You can gather energy for spells at a distance.
Benefits: You can move the centre of your defiling circle (on the ground) up to 10 feet per caster level, in effect moving the entire circle of defiling.
Normal: Your defiling circle is centred on you.
Desiccating Raze
Your defiling techniques suck the moisture out of the living, as well as from plants
Benefits: Creature that would take a penalty from your defiling also takes 1d4 desiccation damage per point of penalty.
Destructive Raze
You can focus the energy you absorb from plants to increase the damage your spells inflict.
Benefits: Add +1 to damage per damage die inflicted by your spells when defiling.
Efficient Raze
You can gather energy more efficiently, utilizing the maximum energy potential of a given terrain.
Benefits: Treat the terrain you gather energy in as one category better when you defile. E.g. a spell cast in barren terrain (–1 spell save DC and –1 penalty to caster level checks) is treated as if cast in infertile terrain (no spell save modifier and no penalty to caster level checks). In abundant terrain the bonuses to spell save DCs and spell checks are increased by an additional +1.
Exterminating Raze
Your defiling techniques are particularly damaging to plant creatures.
Benefits: Plant creatures caught in your defiling radius suffer 8 points of damage per spell level.
Normal: Plant creatures caught in your defiling radius suffer 4 points of damage per spell level
Fast Raze
You can gather energy faster.
Benefits: When defiling, you can spend a move action to gain a +1 caster level bonus. Spells with a normal casting time of 1 round or longer require an extra round to be cast in this manner. Your defiling radius increases by 5 ft. when using Fast Raze.
Sickening Raze
Your defilement makes others sick.
Prerequisites: Agonizing Radius.
Benefits: Creatures within your defiling radius become sickened in addition to any other penalties for 1 round.
Conservation Feats
Conservation feats are feats that require the spellcaster to be a preserver, and can only be applied when preserving. Multiple conservation feats can be applied simultaneously. A wizard’s bonus feats can be used to acquire conservation feats if the wizard fulfils the feat prerequisites.
Efficient Gathering
You can gather energy more efficiently, utilizing the maximum energy potential of a given terrain.
Benefits: Treat the terrain you gather energy in as one category better when you preserve. E.g. a spell cast in barren terrain is treated as if cast in infertile terrain.
Powerful Gathering
You can gather energy from a larger area.
Benefits: When preserving, you can spend a move action to gain a +1 caster level bonus. Spells with a normal casting time of 1 round or longer require an extra round to be cast in this manner. Your preserving radius increases by 10 ft. when using Powerful Gathering.
Distant Gathering
You can gather energy for spells at a distance.
Benefits: You can move the centre of your preserving circle (on the ground) up to 10 feet per caster level, in effect moving the entire circle of preserving.
Normal: Your preserving circle is centred on you.
Parasite
Parasites are casters who have learned how to drain energy from living creatures, including themselves, instead of plant life. They can come from both preserver and defiler stock, but they are never good, for draining energy from the living has long since robbed them of the capability for remorse or pity.
Parasite"Pain, both your own and that of others, is a threshold you must overcome."
– Gorgatohr, Human Parasite Parasites are magic-users who have discovered how to utilize the life force of animals, intelligent beings, and even themselves, to power their magic. This is not without consequences, for Parasites cause animals and people to be nervous in their presence. To command their magics and cannibalize their own bodies, a Parasite needs physical stamina. Some sages claim the methods used by Parasites are similar to that of the ritual magic wielded by martyrs, however the only similarity is the use of life force from living beings to power spells. Parasites are but dabblers in their field compared to the depth of sacrifice a martyr undergoes.
Becoming a ParasiteParasites can be found anywhere. Some are loners, practicing their art in secrecy, while others seek employment and safety in organizations and groups that ask few questions.
Table 1: The Parasite
Hit Die: d4Level BAB Ref Fort Will Special Abilities Casting
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1 +0 +0 +0 +2 Tainted Aura, Life-draining +1 Casting
2 +1 +0 +0 +3 Cannibalize +1 Casting
3 +1 +1 +1 +3 Twinned Power +1 Casting
Class skills (2 + Int modifier per level): Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Requirements:Skills: Concentration 8 ranks, Knowledge (arcana, religion, or nature) 8 ranks, Spellcraft 5 ranks.
Feats: Great Fortitude.
Spells: Able to cast 2nd level spells.
Alignment: Nongood.
Class FeaturesText
- Casting: The Parasite increases all casting features as if the character had gained a level in the appropriate class at each indicated level.
Tainted Aura: The Parasite is tainted by her magical ways in such a manner that it is noticeable. People feel uncomfortable and wary when she is present and animals whimper when she approaches. The Parasite suffers a -2 circumstance penalty to Bluff, Diplomacy, Gather Information and Handle Animal checks for every level of Parasite gained. She receives a similar circumstance bonus to Intimidate checks. The tainted aura has a range of 5 feet per Parasite level.
- Life-draining (Ex): Living beings caught in the Parasite’s defiling or preserving radius suffer 2 points of damage per level of the spell being cast, but plant life (aside from plant creatures) are unaffected. Plant creatures take double the damage from life-draining. Instead of the Terrain Modifier table presented above, a Parasite uses the Creature Modifiers table from below.
- Cannibalize (Ex): The Parasite can cannibalize her own life force to power her spells. When casting a spell, a Parasite can choose to cannibalize herself instead of draw energy from her preserving or defiling radius. She takes 1d8+1 damage per spell level of the spell cast. This damage ignores temporary hit points and any means of damage prevention or redirection, but does not cause a concentration check during casting. This requires no extra actions as part of casting a spell.
- Twinned Power (Ex): By both cannibalizing herself and draining energy from the land around her, a Parasite can boost her spells to heights other casters could never manage. While casting a spell, the Parasite can increase her caster level by one in exchange for 1d8 points of damage, or by two in exchange for 3d8 points of damage, or by three in exchange for 5d8 points of damage. This damage ignores temporary hit points and any means of damage prevention or redirection, but does not cause a concentration check during casting. This requires no extra actions as part of casting a spell.
Table 1: Creature ModifiersCreatures in Radius DC Modifier Caster Level Modifier
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0 Spell Fails Spell Fails
1 –2 –2
2-3 –1 –1
4-5 +0 +0
6-7 +1 +1
8+ +2 +2