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Dicefreaks' Certified Rules Official Dicefreaks' Undead Templates

This document provides templates for creating undead creatures in a roleplaying game, including Death Knights, Ghosts, Liches, Risen, and Vampires. Each template gives abilities and suggests stat increases. Death Knights start with basic abilities like damage reduction and spell-like powers. Higher ranks gain more powerful abilities and stronger stats and defenses. The templates are designed to add undead features and powers to existing creatures.

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James Martinez
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100% found this document useful (1 vote)
208 views32 pages

Dicefreaks' Certified Rules Official Dicefreaks' Undead Templates

This document provides templates for creating undead creatures in a roleplaying game, including Death Knights, Ghosts, Liches, Risen, and Vampires. Each template gives abilities and suggests stat increases. Death Knights start with basic abilities like damage reduction and spell-like powers. Higher ranks gain more powerful abilities and stronger stats and defenses. The templates are designed to add undead features and powers to existing creatures.

Uploaded by

James Martinez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
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DiceFreaks’ Certified Rules (http://community.dicefreaks.com/viewforum.php?

f=15)
Official DiceFreaks’ Undead Templates

Official DiceFreaks’ Undead


Templates
Death Knight……………………………………………………...p.2
Salient Abilities…………………………………………….p.4
Ghost…………………………………………………………….…..p.7
Salient Abilities…………………………………………….p.9
Lich……………………………………………………………..…..p.15
Salient Abilities……………………………….………….p.17
Risen………………………………………………………………..p.21
Salient Abilities………………………………….……….p.22
Vampire……………………………………………………….…..p.26
Salient Abilities…………………………………….…….p.29

Creating a Death Knight


“Death knight” is an acquired template that can be added to any living (or recently dead)
creature with a base attack bonus of +11 or more (referred to hereafter as the base

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creature), generally one that has fallen from grace or comitted some great betrayal. The
severity of the creature's crimes (or the nature of its curse) determines which tier of the
template the creature recieves. A death knight has all the base creature’s statistics and
special abilities except as noted here.

Size and Type: The base creature's type changes to Undead (Augmented [base creature's
type]). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s. Death templars and death lords
also gain bonus hit points using their Charisma modifer in place of their Consitution modifer.

Armor Class: A death knight has a +5 natural armor bonus or the base creature’s natural
armor bonus, whichever is better. Death templars gain a +6 profane bonus to AC and death
lords gain both a +6 profane bonus and a deflection bonus equal to their Charisma modifer.

Attack: A death knight has a touch attack that it can use once per round. If the base
creature can use weapons, the death knight retains this ability. An base creature with natural
weapons retains those natural weapons. A death knight fighting without weapons uses either
its touch attack or its primary natural weapon (if it has any). A death knight armed with a
weapon uses its touch or a weapon, as it desires.

Full Attack: A death knight fighting without weapons uses either its touch attack (see
above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the
weapon as its primary attack along with a touch as a natural secondary attack, provided it
has a way to make that attack (either a free hand or a natural weapon that it can use as a
secondary attack).

Damage: A death knight without natural weapons has a touch attack that uses negative
energy to deal 1d8 points of damage plus its Charisma modifer to living creatures; a Will
save (DC 10 + 1/2 death knight’s HD + death knight’s Cha modifer) halves the damage. A
death knight with natural weapons can use its touch attack or its natural weaponry, as it
prefers. If it chooses the latter, it deals 1d8 points of extra damage per rank plus its
Charisma modifer on one natural weapon attack.

Special Attacks: A death knight retains all the base creature’s special attacks. Save DCs are
equal to 10 + 1/2 death knight’s HD + death knight’s Charisma modifier unless otherwise
noted.

Despair (Su): At the mere sight of a death knight, viewers must succeed on a Will save or be
paralyzed with fear for 1d8 rounds per rank. Whether or not the save is successful, that
creature cannot be affected again by the same death knight's despair ability for 24 hours.

Spell-like Abilities: Death knights receive the following spell-like abilities at a caster level
equal to their HD. 3/day - animate dead, detect magic, dispel magic, fireball, see invisibility,
wall of ice; 1/day - power word stun, symbol of fear, symbol of pain.

Death templars receive the following abilities instead. Constant - detect magic, see
invisibility; at will - enhanced fireball, wall of ice; 3/day - animate dead, greater dispel
magic, power word stun, symbol of fear, symbol of pain; 1/day - create undead, power word
blind.

Death lords receive the following abilities in place of the previous two. Constant - detect
magic, see invisibility, true seeing; at will - animate dead, enhanced fireball, greater dispel
magic, power word stun, symbol of fear, symbol of pain, wall of ice; 3/day - create undead,
power word blind; 1/day - create greater undead, power word kill.

Special Qualities: A death knight retains all the base creature’s special qualities and gains
those described below.

Damage Reduction (Su): A death knight’s undead body is tough, giving the creature damage
reduction according to the table below. Its natural weapons are treated as magic and evil for
the purpose of overcoming damage reduction. Death lords treat their natural weapons as
epic for the purpose of overcoming damage reduction.

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Immunities (Ex): Death knights have immunity to cold, electricity, fire, polymorphing
(though they can use polymorph effects on themselves), and mind-affecting attacks.

Spell Resistance (Ex): A death knight has SR equal to 10 + its HD.

Turn Immunity (Ex): A death knight can not be turned. However, a holy word spell can
banish them to the Abyss as though they were demons.

Undead Cohort: If the death knight posseses the Leadership feat, his cohort becomes either
a neonate lich, a phantom ghost, a forgotten ancient dead or a newborn vampire.

Undead Followers: If the death knight posseses the Leadership feat, instead of living
followers, he receives zombies or skeletons of the same HD. The followers of a death lord
receive the corpse or bone template instead of the zombie or skeleton template respectively.

Abilities: The base creature's ability scores increase according to the table below. Being
undead, a death knight has no Constitution score.

Skills: Same as the base creature.

Organization: Solitary, or with cohorts/followers, as above.

Challenge Rating: +2, with an additional +1 per rank.

Treasure: Standard coins; double goods; double items.

Alignment: Any evil.

Advancement: By character class.

Death Knight; +8 Str, +4 Cha. DR 15/good. 2 salient abilities.


Death Templar; +12 Str, +2 Wis, +6 Cha. DR 15/epic and good. 3 salient abilities.
Death Lord; +16 Str, +4 Wis, +8 Cha. DR 20/epic and good. 5 salient abilities.

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Death Knight Salient Abilities


Abyssal Blast (Su)
The death knight can unleash a blast of eldritch fire.
Prerequisities: Cha 18+.
Benefits: A number of times per day equal to its rank, the death knight can fire a blast
dealing 1d6 points of damage times its Hit Dice plus its Charisma modifier (a successful
Reflex save halves the damage). The blast explodes in a 20 ft. radius anywhere within a
range of 400 ft. plus 40 ft. per Hit Die. Half the damage is fire damage, but the other half
results directly from unholy power and is therefore not subject to being reduced by
resistance to fire-based attacks.

Abode of the Accursed (Su)


Within his own fortress, the death knight is nigh-invulnerable.
Prerequisites: Death Templar.
Benefits: Within his chosen lair, the death knight gains a +10 profane bonus to his Armor
Class and Spell Resistance. In addition, the entire fortress is under the constant effects of a
desecrate spell.

Abyssal Steed (Su)


While some of his kind ride undead horses or nightmares, this death knight's steed is a
creature forged from the morass of darkness that is his soul.
Prerequisites: Death Templar, Cha 13+.
Benefit: The death knight's steed is a nightmare advanced to the death knight's HD (even if
this violates the normal advancement cap). It has the death knight's HP total and it reforms
in a single day after destruction as long as its master exists. It also shares the benefits of the
death knight's dark blessing (if applicable), gaining the death knight's (not its own) Charisma
bonus to saves.

Aura of Death (Su)


The mere sight of the death knight can cause death.
Prerequisites: Death Templar, Aura of Horror.
Benefit: Creatures that fail their Will saves against the death knight's Despair ability must
also make a Fortitude save or die.

Aura of Horror (Su)


The death knight's presence frightens and demoralizes enemies.
Benefit: Creatures engaged in combat with the death knight take a morale penalty to their
Armor Class and saving throws (when attacked by the death knight) or to their attack rolls
and caster level checks (when attacking the death knight) equal to twice the death knight's
rank. A successful Will save halves the penalties (the save is made at the beginning of
combat and can only be attempted once per day).

Blade of Darkness (Ex)


The death knight's personal weapon has been marked forever by his evil.
Prerequisites: Death Templar, Unholy Strike.
Benefits: The death knight may select one weapon that he owns. It gains an enhancement
bonus equal to his Charisma modifer (the death knight may use convert some of this bonus
to special abilities; the sword's weapon/damage enhancement must be at least +1 but
cannot exceed +10) and gains the unholy power ability. This replaces any previous
enchancements it may have had. If the death knight's Charisma modifier increases, the
weapon's powers may be improved accordingly. The weapon is considered a minor artifact
and can only be destroyed when its wielder is. Any other person using it takes 2d6 points of
Constitution damage per rank of the death knight per round.

Burning Touch (Su)


Creatures touched by the death knight are wreathed in unholy flames.
Benefits: The death knight's touch attack now deals half negative energy damage and half
fire damage. When the death knight successfully hits a target with its touch attack, the

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target becomes engulfed in unholy fire that lasts for a number of rounds equal to the death
knight's rank. While so afflicted, the victim automatically takes damage as though from the
death knight's touch attack each round (they may make Will saves for half damage each
round).

Chill Touch (Su)


Creatures touched by the death knight feel an unearthly chill.
Benefits: The death knight's touch attack now deals half-negative energy damage and half
cold damage. When the death knight successfully hits a target with its touch attack, the
target becomes slowed for a number of rounds equal to the death knight's rank unless they
succeed at a Will save.

Curse of the Blade (Su)


Those slain by the death knight are doomed to undeath.
Prerequisites: Blade of Darkness.
Benefits: Those who are slain by the death knight's chosen weapon reanimate 1d4 minutes
later as bodaks, wights, or corpse creatures.

Dark Blessing (Ex)


The death knight is empowered by the forces of evil.
Benefits: The death knight applies his Charisma modifier (if positive) as a bonus on all
saving throws. If the death knight already has this ability (from the blackguard class or by
taking this ability a second time), he instead gains an +1 profane bonus per rank on all
saving throws.

Dread Ally (Ex)


The death knight's ally is exceptionally powerful.
Prerequisites: Epic Leadership, Leadership.
Benefits: The death knight's cohort's rank is equal to the death knight's. For example, the
cohort of a death lord could be an elder vampire.

Enhanced Spell-Like Abilities (Sp)


The death knight has developed further magical powers.
Prerequisities: Death Lord, Cha 15+.
Benefits: The death knight may use meteor swarm and telekinesis 3/day each as a sorcerer
of its HD.

Fast Healing (Su)


The death knight heals exceptionally quickly.
Benefit: The death knight receives fast healing equal to 10 times its rank.

General of Death (Ex)


The death knight draws undead followers to him in droves.
Prerequisites: Epic Leadership, Leadership, Legendary Commander.
Benefits: In addition to the skeleton and zombie followers, any type of undead can be found
among the death knight's followers, counting as having a level equal to their HD. Also, as
long as the death knight has only undead followers, he receives a bonus to his leadership
score of 5 x rank.

Raiment of the Damned (Ex)


The death knight is trapped in his armor.
Benefits: The death knight takes no armor check penalty for his armor and it has no
maximum Dexterity bonus.

Reconstitution (Su)
The death knight will reform if destroyed.
Prerequisites: Abode of the Accursed, Death Lord.
Benefit: If the death knight should ever be destroyed, its body (and possessions) turn into
mist and dissipate. The death knight will reform inside its abode within 2d6 days. The only
ways to prevent the death knight from returning is to undo the death knight's curse
(typically by setting right its wrongdoings), or (in some cases) by completely destroying the
abode.

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Rebuke Undead (Su)


The death knight may exert its influence over other types of undead.
Prerequisites: Cha 14+.
Benefit: The death knight may rebuke or command undead as an evil cleric of a level equal
to its Hit Dice.

Sacrilegious (Su)
The impious death knight has no reverence for the gods.
Prerequisites: Cha 20+, Dark Blessing.
Benefit: Though already immune to turning or rebuking, the death knight may now cause
the destruction of any number of holy (or unholy) symbols within 20 ft. per rank of it as a
free action. Such symbols may combust, melt, shatter, bend or snap in half, or otherwise be
ruined, rendering them useless for turning or rebuking attempts, as spell foci, and so on. If
the symbol was magical, it is entitled to a Fortitude save to avoid destruction. The death
knight may employ this ability not just against priest's symbols, but against books, tabards,
tapestries, or other objects that bear such an image (often ruining the decorated item in the
process). A creature with such an image branded or tattooed onto its skin may suffer if the
death knight employs this ability against them - they take 1d6 points of damage per rank of
the death knight, and 1 point of Constitution damage per rank of the death knight, as the
profane undead creature causes the skin beneath the image to crack open and ooze blood.

Shadow Walk (Su)


The death knight can travel through shadows.
Benefit: At will, the death knight can enter an area of shadows as a move-equivalent action
and emerge immediately from another such area of its choice, within 10 feet times the death
knight's rank times its Hit Dice.
If the death knight also possesses the Abode of the Accursed salient ability and uses this
ability within its fortress, it may reappear from any shadowed area within the abode
(regardless of the distance).

Spell Reflection (Su)


A few mighty death knights are able to send their opponents spells back at them.
Prerequisites: Death Lord.
Benefits: Spells that fail to penetrate the death knight's spell resistance by 10 or more
rebound upon the caster.

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Creating a Ghost
“Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant,
humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter
as the base creature) must have a Charisma score of at least 6.
A ghost uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The base creature’s type changes to Undead (Augmented [base creature's
type]).. Do not recalculate the creature’s base attack bonus, saves, or skill points. It gains
the Incorporeal subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12s. Spirits and mightier also gain bonus
HP using their Charisma modifier in place of their Consitution modifier.

Speed: Ghosts have a fly speed as noted on the table below (unless the base creature has a
higher fly speed), with perfect maneuverability.

Armor Class: Natural armor is the same as the base creature’s but applies only to ethereal
encounters. When the ghost manifests (see below), its natural armor bonus is +0, but it
gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher. Shades
and mightier gain a profane bonus to AC equal to their rank.

Attack: A ghost retains all the attacks of the base creature, although those relying on
physical contact do not affect creatures that are not ethereal.

Full Attack: A ghost retains all the attacks of the base creature, although those relying on
physical contact do not affect creatures that are not ethereal.

Damage: Against ethereal creatures, a ghost uses the base creature’s damage values.
Against nonethereal creatures, the ghost usually cannot deal physical damage at all but can
use its special attacks, if any, when it manifests (see below).

Special Attacks: A ghost retains all the special attacks of the base creature, although those
relying on physical contact do not affect nonethereal creatures. The ghost also gains a
manifestation ability. The save DC against a special attack is equal to 10 + 1/2 ghost’s HD +
ghost’s Cha modifier unless otherwise noted.

Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as
an ethereal creature, it cannot affect or be affected by anything in the material world. When
a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on
the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures,
magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source.
A manifested ghost can pass through solid objects at will, and its own attacks pass through
armor. A manifested ghost always moves silently. A manifested ghost can strike with its
touch attack or with a ghost touch weapon (see Burial Goods, below). A manifested ghost
remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can
be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s
incorporeality helps protect it from foes on the Material Plane, but not from foes on the
Ethereal Plane.
When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot
affect targets on the Material Plane, but they work normally against ethereal targets. When a
spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect
targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s
touch spells don’t work on nonethereal targets.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered
extraplanar when on either of these planes.

Special Qualities: A ghost has all the special qualities of the base creature as well as those
described below.

Burial Goods (Ex): The ghost gains the benefits of any equipment that their corpse is
wearing (even if the corpse has crumbled to dust within its equipment), or is buried with
them in their grave, or lies at the spot of their death (the ghost chooses one of these

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options). If the equipment is removed from this spot, the ghost retains the same appearance
but the item looses any special properties and becomes non-functional.

Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat:
The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are
usually only temporary solutions. A ghost that would otherwise be destroyed returns to its
old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the
only way to get rid of a ghost for sure is to determine the reason for its existence and set
right whatever prevents it from resting in peace. The exact means varies with each spirit and
may require a good deal of research.

Turn Resistance (Ex): A ghost has turn resistance equal to its rank plus its Charisma
modifer.

Abilities: The base creature's ability scores increase according to the table below. Being
undead, the ghost has no Constitution score. Being incorporeal, a ghost has no Strength
score. On the Ethereal Plane, it uses its Charisma in place of its Stength for all purposes. If
the creaure's Intelligence is reduced below 3, all of its HD are replaced with Undead HD. It
retains any racial abilities other than spellcasting or spell-like abilities, but looses all class
abilities. The creature's Intelligence can not fall below 1as a result of this template being
applied.

Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise
same as the base creature.

Environment: Any, often as base creature.

Organization: Solitary, gang (2-4), or mob (7-12).

Challenge Rating: +1 at the haunt rank and each rank thereafter.

Treasure: None.

Alignment: Any non-good.

Phantom; -4 Int, -4 Wis, +4 Cha. Fly 15 feet. 1 salient ability.


Haunt; -2 Int, -2 Wis, +6 Cha. Fly 30 feet. 2 salient abilities.
Shade; -2 Int, -2 Wis, +8 Cha. Fly 45 feet. 3 salient abilities.
Spirit; +10 Cha. Fly 60 feet. 5 salient abilities.
Terror; +12 Cha. Fly 75 feet. 7 salient abilities.
Eidolon; +2 Int, +2 Wis, +14 Cha. Fly 90 feet. 10 salient abilities.

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Ghost Salient Abilities


Babble (Su)
The ghost constantly mutters and whines to itself, creating a hypnotic effect.
Prerequisitites: Haunt or mightier, Madness.
Benefits: All sane creatures within 60 ft. of the ghost must succeed on a Will save or be
affected as though by a hypnotism spell for 1d4 rounds per rank. This is a sonic mind-
affecting compulsion effect. Creatures that successfully save cannot be affected by the same
ghost’s babble for 24 hours.

Blight of the Open Grave (Su)


The presence of a powerful undead being on the Prime Material plane can aspect the nearby
area towards death and decay.
Prerequisites: Cha 15+
Benefits: The area within 10 foot per rank of the ghost gains the minor negative dominant
trait.

Burning Horror (Su)


The souls of certain unfortunate ghosts are eternally tormented by the remnants of the fires
that slew them, tainted by the negative energy that inflicted them on the prime. Many of
these ghosts learn to inflict this torture on others, judging that a problem shared is a
problem halved.
Prerequisities: Terror, Cha 27+, 30+ HD, Corrupting Touch, Draining Touch, Memories of a
Burning Death.
Benefits: Living creatures struck by the ghost's touch attack find themselves engulfed in
horrific flames; the tainted power cascades over their bodies, and they must succeed at a
Fort save or permanently lose 6 points of Constitution. The victim must continue to save
every round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 6
more Con points each time. The ghost heals 30 points of damage whenever it drains 6 points
of Constitution, gaining any excess as temporary hit points. These temporary hit points last a
maximum of 1 hour. This ability drain is vile, so cannot be healed under normal
circumstances.
Special: This replaces the draining touch ability.

Children of the Blaze (Su)


The ghost's flaming death affects it's progeny.
Prerequisities: Terror, Cha 35+, Corrupting Touch, Create Spawn, Draining Touch,
Memories of a Burning Death.
Benefits: Any humanoid slain by the ghost becomes a lavawight in 1d4 rounds. Spawn are
under the command of the ghost that created them and remain enslaved until its death.
Special: This replaces the Create Spawn ability.

Children of the Void (Su)


The ghost's icy death affects it's progeny.
Prerequisities: Terror, Cha 35+, Chill of the Yawning Grave, Corrupting Touch, Create
Spawn, Draining Touch.
Benefits: Any humanoid slain by the ghost becomes a winterwight in 1d4 rounds. Spawn
are under the command of the ghost that created them and remain enslaved until its death..
Special: This replaces the Create Spawn ability.

Chill of the Yawning Grave (Su)


Certain ghosts, particularly those who die from the cold, or whose graves have been
disturbed, suck all the warmth from the area around them.
Prerequisites: Cha 15+.
The area within 10 foot per rank of the ghost gains the cold dominant trait. The ghost gains
the cold subtype, and all creatures with the same subtype within the aura gain a bonus to
Turn Resistance equal to its rank.
Note: A ghost which has taken the Memories of a Burning Death salient ability may not take

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the Chill of the Yawning Grave salient ability.

Corrupting Gaze (Su)


The ghost's gaze can be lethal.
Prerequisitites: Haunt or mightier, Cha 13+.
Benefits: A ghost can blast living beings with a glance, at a range of up to 30 feet.
Creatures that meet the ghost’s gaze must succeed on a Fortitude save or take 2d10 points
of damage and 1d4 points of Charisma damage.

Corrupting Touch (Su)


The very touch of the ghost saps the life of the living.
Prerequisitites: Cha 19+.
Benefits: The ghost has a touch attack that uses negative energy to deal 1d8 points of
damage per rank plus its Charisma modifer to living creatures; a Will save halves the
damage.

Create Spawn (Su)


The ghost's power is such that it will not allow its victims to rest.
Prerequisitites: Haunt or mightier, Cha 17+.
Benefits: Any humanoid slain by the ghost becomes a wraith in 1d4 rounds. Its body
remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
Spawn are under the command of the ghost that created them and remain enslaved until its
death. The wraith has a number of HD according to the table below, even if that would
violate normal advancement caps.

Haunt 5 HD
Shade 10 HD
Spirit 15 HD
Terror 20 HD
Eidolon 25 HD

Despair (Ex)
The sight of the ghost chills mortals to the bone.
Benefits: At the mere sight of the ghost, viewers must succeed on a Will save or be
paralyzed with fear for 1d4 rounds per rank. Whether or not the save is successful, that
creature cannot be affected again by the same ghost's despair ability for 24 hours.

Draining Touch (Su)


The ghost's touch can cause ability damage.
Prerequisites: Haunt or mightier, Cha 19+, Corrupting Touch
Benefits: A ghost that hits a living target with its incorporeal touch attack drains 1d4 points
from any one ability score it selects. On each such successful attack, the ghost heals 5 points
of damage to itself. Against ethereal opponents, it adds its Charisma modifier to attack rolls
only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

Ectoplasmic Claws (Ex)


The ghost draws the ethereal mists onto the Prime and condenses them around the
manifestations of its natural weapons.
Prerequisites: Cha 13+, 1 or more natural weapons.
Benefits: The ghost treats one of its natural weapons per rank as a ghost touch weapon.

Ectoplasmic Weapon (Ex)


The ghost draws the ethereal mists onto the Prime and condenses them around the
manifestations of its weapon.
Prerequisites: Cha 13+, Weapon Focus (type of weapon chosen).
Benefits: The ghost treats all weapons of a certain type that it wields as ghost touch
weapons.

Ectoplasmic Sculptor (Su)


The ghost can draw on the etheral mists to form temporary ectoplasmic objects.

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Prerequisites: Haunt or higher, Cha 13+, 5+ ranks in two or more Craft skills.
Benefits: A number of times per day equal to the ghost's rank +1, as a standard action, the
ghost can duplicate the effects of the spell major creation as a supernatural ability. Object
created in this way possess the ghost touch property and can be destroyed normally or by
any method which targets ectoplam.

Energy Drain (Su)


The ghost can permanently drain a creature's lifeforce.
Prerequisitites: Haunt or mightier, Cha 19+, Corrupting Touch.
Benefits: The ghost's touch attack deals one negative level per rank. This may be used once
per round.

Ethereal Domain (Su)


The ghost has learned to exercise limited control over the ethereal plane coexistent to some
area that was important to them in life, gaining the ability to weave the ethereal mists into
illusions.
Prerequisites: Haunt or mightier, 5 ranks in Knowledge (local).
Benefits: The ghost may nominate an area, or section of an area, which was of great
emotional significance to it in life, which can be contained within a sphere of radius equal to
its rank x 100 feet. The ghost gains a degree of power over the section of the near Ethereal
coexistent to that area (or section of area), which becomes their Ethereal Domain. This
allows the ghost to duplicate the effects of any Illusion (Figment) spell as a 20th level
sorcerer, within that section of the near Ethereal, as a supernatural ability, requiring a
standard action.

Ethereal Kingdom (Su)


The ghost has learned to control a great region of the ethereal. This power is most
commonly possessed by murdered kings and the like, hence its name.
Prerequisites: Shade or mightier, Ethereal domain, 10 ranks in Knowledge (local).
Benefits: The ghost may increase the area of their Ethereal Domain such that it can be
contained within a sphere of radius of 2 miles x its rank.

Ethereal Mastery (Su)


The ghost has learned how to bind the ethereal mists within its realm into solid form.
Prerequisites: Shade or mightier, Ethereal Domain, 15 ranks in Knowledge (local).
Benefits: Any Illusion (figment) effect that the ghost duplicates within their Ethereal
Domain/Kingdom using the ability of the same name can be made real at the time of
creation. Such illusions are restricted to the Domain/Kingdom and cannot leave it, and
remain under the command of the ghost.

Ethereal Transcendence (Su)


The ghost has gained absolute mastery over the region of the near Ethereal in which it
dwells, rivalling the control that gods have over their realm.
Prerequisites: Spirit or mightier, Ethereal Domain, Ethereal Mastery, 25 ranks in
Knowledge (local).
Benefits: The ghost gains abilities respective to its Ethereal Domain/Kingdom equivalent to
those a DvR 20 god has over its Divine Realm.

Fare of the Damned (Su)


The ghost can distill the ethereal mists into food and drink, which is edible to mortals. Any
living creature which consumes the food is brought one step closer to the world of the
unliving, making them more vulnerable to the ghost.
Prerequisites: Haunt or higher, Cha 15+, 5+ ranks in Profession (Cook) or Profession
(Brewer), or similar, Ectoplasmic Sculptor.
Benefit: Any living creature who consumes food or drink created by the ghost's Ectoplasmic
Sculptor ability suffers a penalty on all saves equal to the creator's rank against the abilities
of any ghost that was present during the food or drink's creation until the creator is
destroyed.

Fast Healing (Su)


The ghost heals exceptionally quickly
Prerequisitites: Haunt or mightier.

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Benefit: The ghost receives fast healing equal to 5 times its rank.

Frightful Moan (Su)


The ghost can cause fear with a wail.
Prerequisitites: Shade or mightier, Cha 15+.
Benefits: The ghost can emit a frightful moan as a standard action. All living creatures
within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds.
This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves
against the moan cannot be affected by the same ghost’s moan for 24 hours.

Greater Manifestation (Su)


The ghost may become corporeal for a short time.
Prerequisitites: Spirit or mightier, Cha 25+.
Benefits: The effects of ethereal and non ethereal attacks on the ghost are reversed. It
becomes corporeal on the Prime and incorporeal on the Ethereal. The ghost may become
corporeal for 10 minutes per rank per day.

Horrific Appearance (Ex)


The ghost's visage is unspeakably terrible.
Prerequisitites: Shade or mightier, Cha 13+.
Benefits: Any living creature within 60 feet that views the ghost must succeed on a
Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity
damage, and 1d4 points of Constitution damage. A creature that successfully saves against
this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

Icy Blight (Su)


The souls of certain unfortunate ghosts are eternally tormented by the remnants of the chill
that killed them, tainted by the negative energy that inflicted them on the prime. Many of
these ghosts learn to inflict this tortue on others, judging that a problem shared is a problem
halved.
Prerequisities: Terror, Cha 27+, Chill of the Yawning Grave, Corrupting Touch, Draining
Touch.
Benefits: Living creatures struck by the ghost's touch attack find themselves engulfed in
hideous cold; the tainted power cascades over their bodies, and they must succeed at a Fort
save or permanently lose 6 points of Constitution. The victim must continue to save every
round for the next 6 rounds (7 rounds total) to avoid being permanently drained of 6 more
Con points each round. The ghost heals 30 points of damage whenever it drains 6 points of
Constitution, gaining any excess as temporary hit points. These temporary hit points last a
maximum of 1 hour. This ability drain is vile, so cannot be healed under normal
circumstances.
Special: This replaces the draining touch ability.

Keening (Su)
The ghost's scream is death to those that hear it.
Prerequisitites: Spirit or mightier, Frightful Moan, Cha 23+.
Benefits: The ghost may use wail of the banshee as a supernatural ability. It does not
provoke an attack of oportunity, not is it susceptable to spell resistance.

Lifesense (Ex)
The ghost may perceive the strength of its victims' lifeforces.
Prerequisitites: Shade or mightier, Cha 17+.
Benefits: The ghost notices and locates living creatures within 60 feet, just as if it
possessed the blindsight ability. It also senses the strength of their life force automatically,
as if it had cast deathwatch.

Madness (Ex)
The ghost's obsession has driven it mad.
Benefits: Anyone targeting an ghost with a thought detection, mind control, or telepathic

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ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage
per rank.

Malevolence (Su)
The ghost can possess its enemies.
Prerequisitites: Shade or mightier, Cha 21+.
Benefits: Once per round, the ghost can merge its body with a creature on the Material
Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice,
whichever is higher), except that it does not require a receptacle. To use this ability, the
ghost must be manifested and it must try move into the target’s space; moving into the
target’s space to use the malevolence ability does not provoke attacks of opportunity. The
target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A
creature that successfully saves is immune to that same ghost’s malevolence for 24 hours,
and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the
target’s body.

Master Sculptor (Su)


The ghost can draw on the etheral mists to form permanent ectoplasmic objects.
Prerequisites: Spirit or higher, Ectoplasmic Sculptor, Cha 21+, 15+ ranks in four or more
Craft skills.
Benefits: A number of times per month equal to the ghost's rank + 1, as a standard action,
the ghost can duplicate the effects of the spell true creation as a supernatural ability (caster
level equal to ghost's rank), with a limit of rank x 1000 gp worth of objects per use. Object
created in this way possess the ghost touch property (as a non-magical effect) and can be
destroyed normally or by any method which targets ectoplasm. A ghost can only have a
maximum of (rank squared x 1000) gp worth of objects created by this power
simultaneously existing. If it reaches this limit and wishes to create more items, it must
destroy some previously created objects.

Memories of a Burning Death (Su)


A death by fire is one of the most painful ways of dying, and many ghosts who die in such a
fashion find it impossible to distangle themselves from the event, unconciously bringing the
echos of their death to the present.
Prerequisites: Cha 15+
Benefit: The area within 10 foot per rank of the ghost gains the fire dominant trait. The
ghost gains the fire subtype, and all creatures with the same subtype within the aura gain a
bonus to Turn Resistance equal to its rank.
Note: A ghost which has taken the Chill of the Yawning Grave salient ability may not take
the Memories of a Burning Death salient ability.

Necromancy Resistance (Ex)


The ghost is more independant and less easily controlled by necromantic spells from the
Material Plane.
Prerequisites: Haunt or mightier, Cha 17+.
Benefit: The ghost gains a bonus equal to its rank x 2 to saves when resisting undead-
specific spells such as control undead.

One Weapon, One Soul (Ex)


Ghosts who manifest weapons forged from their own spirits commonly relate to weapons as
extensions of themselves, an attitude which has metaphysical implications for such beings.
Prerequisites: Terror or mightier, Cha 21+, Ectoplasmic Weapon, Spirit Weapon.
Benefit: For the purpose of all effects and feats the ghost's spirit weapons are treated as
both natural and manufactured weapons. For example, this allows the ghost to deliver touch
attacks via the weapon.

Rotting Touch (Su)


The ghost draws the life force from the living, leading to slow decay.
Prerequisites: Haunt or mightier, Cha 19+, Corrupting Touch.
Benefits: With a touch attack the ghost draws the life from the target, resulting in unnatural

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aging of 1d10 years per rank of the ghost (a Will save negates this effect).

Spell Resistance (Su)


The ghost is supernaturally resistant to spells.
Prerequisites: Shade or mightier.
Benefit: The ghost gains Spell Resitance equal to 13 + its HD.

Spirit Weapon (Su)


Some ghosts develop powerful attachments to the kind of weapons they wielded in life,
inbueing a portion of their power to affect the material in the form of that weapon.
Prerequisites: Haunt or mightier, Cha 17+, Ectoplasmic Weapon, Weapon Focus (type of
weapon chosen).
Benefits: The ghost may manifest a weapon of a kind they have Weapon Focus in as a
standard action. This weapon has total enhancement bonuses equal to twice the ghost's
rank. The ghost must create a weapon with the same enhancements every time, although it
can create different kinds of weapons.

Stunning Attack (Su)


The ghost can pass fully through another creature, leaving it reeling in shock.
Prerequisites: Haunt or mightier, Cha 15+.
Benefit: A number of times per day equal to the ghost's rank +1, as a standard action, the
ghost can pass fully through another creature on a successful melee touch attack. This power
will stun that creature for a number of rounds equal to the ghost's rank if it fails a Fortitude
save.

Telekinesis (Sp)
The ghost may move things with naught but the power of its mind.
Prerequisitites: Haunt or mightier, Cha 19+.
Benefits: The ghost can use telekinesis as a standard action (caster level 12th or equal to
the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds
before using it again.

Temporally Unhinged (Ex)


When some ghosts return to the Mortal Coil, they do not re-integrate into the flow of time
completely. This drives most who experience it completely insane very quickly, but some
lucky few possess that mental capacity to extract insights from the confusion.
Prerequisites: Terror or greater, Int 21+, Cha 31+.
Benefit: The ghost gains an insight bonus to AC equal to its Intelligence modifer.

Touch of Death (Ex)


When the ghost passes its hand through the flesh of a living creature, it can stop their heart
cold, or cause them to die of terror.
Prerequisites: Shade or mightier, Cha 23+, Corrupting Touch, Energy Drain.
Benefit: Any living creature hit by the ghost's touch attack must make a Fortitude save or
die.

Transdimensional Realm (Su)


The ghost has learned to force its mastery over the Ethereal Plane onto coexistent planes at
night times, turning the prime into a waking nightmare for the living.
Prerequisites: Terror or mightier, Ethereal Domain, 10 ranks in Knowledge (local).
Benefits: The ghost can use this ability to replace the area of a plane coexistent to their
Ethereal Domain/Kingdom with their Ethereal Domain/Kingdom, replacing any non-sentient
terrain or non-attended object with what is at the corresponding location in the
Domain/Kingdom for one night. This ability can be used a number of nights per month equal
to the ghost’s rank. When the night ends the normal terrain and non-sentient objects are
restored, and everything is restored to its normal plane.
Special: When using this ability in combination with the Ethereal Transcendence ability, the
powers granted by that ability can only be used on the coexistent plane for 1 night per rank
per year.

Turn Immunity (Ex)


The ghost is immune to the divine control of clerics.
Prerequisites: Shade or mightier, Cha 19+.

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Benefit: The ghost can not be rebuked, turned, controlled or destroyed by clerical turning.

Unnatural Aura (Ex)


Animals can sense the unnatural presence of the ghost and are frightened by it.
Benefit: All animals, whether wild or domesticated, including animal companions, familiars,
and special mounts, can sense the ghost's presence at a distance of 15 ft. times the ghost's
rank. They will not willingly approach nearer than that, and panic if forced to do so. They
remain panicked as long as they are within that range.

Creating a Lich
“Lich” is an acquired template that can be added to any giant, humanoid or monstrous
humanoid (referred to hereafter as the aspirant), provided it can perform the incantation, as
described below. Certain other creatures (such as mind flayers) can also become liches.
A lich has all the base creature’s statistics and special abilities except as noted here.

Size and Type: The aspirant's type changes to Undead (Augmented [base creature's type]).
Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s. Lich lords and greater also gain
bonus HP using their Charisma modifer in place of their Consitution modifer.

Armor Class: A lich has a +5 natural armor bonus or the aspirant’s natural armor bonus,
whichever is better. Magisters and greater gain a profane bonus to AC equal to their rank.
Archlichs and greater gain a deflection bonus to AC equal to their Charisma modifer.

Attack: A lich has a touch attack that it can use once per round. If the aspirant can use
weapons, the lich retains this ability. An aspirant with natural weapons retains those natural
weapons. A lich fighting without weapons uses either its touch attack or its primary natural
weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires.

Full Attack: A lich fighting without weapons uses either its touch attack (see above) or its
natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its
primary attack along with a touch as a natural secondary attack, provided it has a way to
make that attack (either a free hand or a natural weapon that it can use as a secondary
attack).

Damage: A lich without natural weapons has a touch attack that uses negative energy to
deal 1d8 points of damage per rank plus its Charisma modifer to living creatures; a Will save
(DC 10 + 1/2 lich’s caster level + lich’s spellcasting modifier) halves the damage. A lich with
natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses
the latter, it deals 1d8 points of extra damage per rank plus its Charisma modifer on one
natural weapon attack.

Special Attacks: A lich retains all the aspirant’s special attacks. Save DCs are equal to 10 +
1/2 lich’s caster level + lich’s spellcasting modifier unless otherwise noted.

Special Qualities: A lich retains all the base creature’s special qualities and gains those
described below.

Turn Resistance (Ex): A lich has turn resistance equal to its rank plus its Charisma modifer.

Damage Reduction (Su): A lich’s undead body is tough, giving the creature damage
reduction according to the table below. Its natural weapons are treated as magic and evil for
the purpose of overcoming damage reduction. Lich lords and greater treat their natural
weapons as epic for the purpose of overcoming damage recution

Immunities (Ex): Liches have immunity to cold, electricity, polymorph (though they can use
polymorph effects on themselves), and mind-affecting attacks.

Phylactery (Su): If slain, a lich's soul returns to its phylactery. Once within the phylactery for
three days, the spirit may return to life by possessing any corpse within 100 feet x its
spellcasting modifer. The corpse, once possessed, has the same statistics as the lich did

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before its destruction.

Abilities: The Aspirant's ability scores increase according to the table below. Being undead,
a lich has no Constitution score.

Skills: Same as the Aspirant.

Organization: Solitary

Challenge Rating: +1+rank

Treasure: Standard coins; double goods; double items.

Alignment: Any evil.

Advancement: By character class.

Neonate; +4 Int, +2 Wis, +2 Cha. DR 15/bludgeoning. 2 saliant abilities.


Alumnus; +6 Int, +2 Wis, +2 Cha. DR 15/magic and bludgeoning. 4 saliant abilities.
Magister; +8 Int, +4 Wis, +4 Cha. DR 20/magic and bludgeoning. 6 saliant abilities.
Lich Lord; +10 Int, +4 Wis, +4 Cha. DR 20/epic and bludgeoning. 8 saliant abilities.
Archlich; +12 Int, +6 Wis, +6 Cha. DR 25/epic and bludgeoning. 10 saliant abilities.
Eternal; +14 Int, +6 Wis, +6 Cha. DR 25/epic, bludgeoning and good. 12 saliant abilities.

Ritual of Transformation
Necromancy
Effective level: 9th
Skill Check: Craft (alchemy) DC 30, 3 successes, Knowledge (arcana) DC 30, 3 successes,
Knowledge (religon) DC 30, 3 successes
Failure: Death
Components: V, S, M, F, B
Casting Time: One night
Range: Personal
Target: You
Duration: Instantaneous

This incantation kills the caster and sends his or her soul into the prepared phylactery. Three
days later, the caster rises again with the lich template applied. This ritual turns the caster
into a neonate; further rituals are necessary to progress to a higher rank.

Failure: Death to the caster. He or she may not be ressurected save by a greater god with
the Life and Death SDA. (The Gift of Life SDA alone is insuficient).
Material Component: Transformation potion. This must be created by the aspirant himself
and requires the spells finger of death or slay living and create greater undead, the Brew
Potion feat, and the expenditure of 20,000 gp and 800 xp.
Focus: Phylactery. This must be created by the aspirant himself and requires the spells astral
projection and magic jar or soul bind, the Craft Wonderous Items feat and the expenditure of
100,000 gp and 4,000 xp.
Backlash: In addition to the tempory death of the caster, the newly created lich is nauseated
(despite the usual undead immunity) for a week after the transformation.

Ritual of Transcendance
Necromancy
Effective level: 9th
Skill Check: Craft (alchemy) DC (20 + 10*new rank), 3 successes, Knowledge (arcana) DC
(20 + 10*new rank), 3 successes, Knowledge (religon) DC (20 + 10*new rank), 3 successes
Failure: Double backlash damage
Components: V, S, F, B, XP
Casting Time: One night
Range: Personal
Target: You
Duration: Instantaneous

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This incantation may only be cast during a rare astronomical event that occurs only once
every 169 years. The caster must cast this spell under an open sky and as high above sea
level as possible. For every 100 feet beneath 5000 feet above sea level, the caster takes a -1
penalty to the skill checks involved in casting the incantation. If the incantation is successful,
the caster rises one rank, from neonate to alumnus or alumnus to magister, for example.

Focus: Phylactery.
Backlash: (10*new rank)d6 damage. This wave of power also destroys all items the lich may
be carrying or wearing, save his phylactery. He does not benefit from such items when
making the skill checks.
XP: 10,000*new rank

Lich Salient Abilities


Arcane Shield (Su)
The lich has learned to create a field of arcane force that protects it from attacks.
Prerequisites: Archlich or greater.
Benefit: The lich can expend a spell slot to create a barrier that absorbs incoming attacks.
The barrier can absorb up to (spell slot used x rank) hit points of damage before it collapses.
It is similar to a divine shield; however, it does not stop a divine blast, and cannot be
adjusted to ignore damage that the lich is immune to. It is a move equivalent action for a
lich to spend a spell slot to activate an arcane shield.

Agonizing Gaze (Su)


The lich's mere gaze can harm people.
Prerequisites: Alumnus or greater.
Benefit: The lich may deal damage with gaze attack equal to the damage from its touch
attack.

Bolt of the Damned (Su)


After centuries of research on the negative material plane, the lich has gained mastery over
the very substance of undeath. He can reverse living forces into negative forces.
Prerequisites: Archlich, Spell Focus (Necromancy).
Benefit: 1/day per rank, the lich can suck in positive energy in an area 1 ft./caster level
around it. Any living creature in the area will suffer 1d8 points of damage per the lich's
caster level, with a Fortitude save for half damage. Undead are not affected. The lich can
then reverse the positive energy to create a bolt of negative energy (100 + 5ft./caster level
feet long) for damage equal to the amount of damaged inflicted. Any living creature that dies
from the energy drain or the bolt will rise as a zombie the next round.

Coldfire (Su)
The lich controls the dark power of coldfire.
Prerequisites: Alumnus or greater.
Benefit: The lich's touch attack deals 3d6 points of cold damage in additon to its normal
damage. Any fire or cold damage the lich deals to living targets is treated as either fire or
cold, whichever the target is more vulnerable to.

Dark Arcana (Ex)


The lich holds secrets of necromancy beyond the ken of mortals.
Prerequisites: Magister or greater, 20th level wizard specialized in Necromancy, Epic Spell
Focus(Necromancy), Greater Spell Focus (Necromancy), Spell Focus (Necromancy).
Benefit: The lich can “lose” any prepared spell spell in order to cast any necromancy spell of
the same spell level or lower at will. It gains the ability to use animate dead at will as a spell
like ability.

Deadly Gaze (Su)


The lich's eyes carry death.
Prerequisites: Lich lord or greater, Agonising Gaze, Deadly Touch, Paralyzing Gaze,
Paralyzing Touch,
Benefit: The lich's gaze attack causes death just like its touch, with the same Fortitude save
to avoid its effects.

Deadly Touch (Su)

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The lich's touch is death,


Prerequisites: Magister or greater, Paralyzing Touch,
Benefit: Any living creature a lich hits with its touch attack must succeed on a Fortitude
save or die. This replaces the effects of Parlayzing Touch.

Fast Healing (Su)


The lich heals exceptionally quickly,
Benefit: The lich receives fast healing equal to 5x its rank. This is doubled if the lich is
within 100 feet x its rank of its phylactery.

Fear Aura (Su)


The lich is shrouded in a dreadful aura of death and evil.
Benefit: Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed
on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A
creature that successfully saves cannot be affected again by the same lich’s aura for 24
hours.

Forbidden Lore (Ex)


The lich knows of things long forgotten - even some things perhaps better forgotten.
Benefit: The lich may make a special forbidden lore check with a bonus equal to his caster
level + his Intelligence modifier to see whether he knows some relevant information about
necromancers, undead creatures, legendary items or unholy places. If the lich has 5 or more
ranks in Knowledge (religon), he gains a +2 bonus on this check (increasing to a +4 bonus
with 25 ranks, +6 with 45, and so on).
A successful forbidden lore check will not reveal the powers of a magic item but may give a
hint as to its general function. The lich may not take 10 or take 20 on this check; this sort of
knowledge is essentially random.

DC Type of Knowledge
10 How to distinguish between a zombie and a ghoul.
20 The life and unlife of a powerful or legendary undead creature.
30 The powers of an obscure type of undead, such as a deathbringer or famine spirit.

A lich may also find out the True Name of a particularly noteworthy undead creature; this
require a check against a DC of 10 + twice the being's HD.

Greater Coldfire (Su)


The lich may produce coldfire by converting spells into pure necromantic power.
Prerequisites: Lich lord or greater, Coldfire.
Benefit: The lich gains the ability to change arcane spell energy into coldfire, manifesting it
as a bolt of raw negative energy. The bolt is a ranged touch attack with long range (400 feet
+ 40 feet/rank) that deals 1d12 points of negative energy damage per rank plus 1d12 points
of cold (or fire) damage per level of the spell used to create the effect.

Improved Command (Ex)


The lich may control more undead than normal.
Prerequisites: Rebuke/Command Undead
Benefit: When determining the type of undead that are controlled rather than rebuked, the
lich counts as if it were 5 levels x its rank higher. It still performs the turning check as
normal, using its actual HD. For instance, a 30th level lich lord without this power would be
able to command 15 HD of undead. With this power, he can command undead up to 25 HD.
(1/2 of 30+(4x5)). He still turns undead as a 30th level cleric.

Improved Fear Aura (Su)


The lich's presence is terrifying.
Prerequisites: Magister or greater, Fear Aura.
Benefit: The lich's fear aura affects all creaters with less HD than the lich's caster level.

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Malevolence (Su)
The lichs true form is an incorporeal spirit of fiery black energy.
Benefit: A malfunction in the transformation ritual has perverted the lichs undead existence.
His phylactery and body were both destroyed and he exists as an incorporeal being of
negative energy.

The lich must possess a living being to continue to survive. Once per round it can attempt to
possess a living humanoid creature. This ability is similar to a magic jar spell. (caster level of
the lich's hit dice), except that it does not require a receptable and the creature can inhabit
the host body indefinately. To use this abilty the lich moves intot he target's space, which
does not provoke attacks or oppertunity. The target can resist with a successful Will save
(DC 15+lichs charisma modifier)/ A creature that successfully saves is immune to that same
liches possession for 24 hours. If the save fails, the creature dies, its spirit leaves its body,
and the lich's spirit animates the body as per the magic jar spell. Creatures slain in this
manner can only be brought back with a miracle or wish/

A possessed body ages at three times the normal rate. If the host dies due to age, is
reduced to 0 hit points, or the lich gains a level, the lich is forced out of the host. (which
causes the body to combust) and must possess a new body within 1 hour or be destroyed.

Any other circumstances that force the lich out of its host render the host useless and force
thel ich to seek out a new one.

While incorporeal the lich is vulnerable to dispel evil; instead of driving the lich to another
plane it destroys it if it fails its resistance check and saving throw against the caster's touch
attack.

Nether Arcana (Ex)


The lich's mastery of necromancy is the stuff of legends - and nightmares.
Prerequisites: Lich lord or greater, 24th level wizard specialized in Necromancy, Dark
Arcana, Epic Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Spell Focus
(Necromancy).
Benefit: The lich adds its rank to the save DCs of all necromancy spells it casts. This stacks
with the bonus from Epic Spell Focus. It gains the ability to use create undead at will as a
spell-like ability.

Rebuke Undead (Su)


The lich may control undead without needing to use spells.
Benefit: The lich may rebuke or command undead as an evil cleric of a level equal to its
spellcaster level.

Paralyzing Gaze (Su)


The lich's gaze carries the same paralysis as its touch.
Prerequisites: Magister or greater, Agonising Gaze, Paralyzing Touch.
Benefit: The lich's gaze attack causes paralysis just like its touch, with the same Fortitude
save to avoid its effects.

Paralyzing Touch (Su)


The lich's very touch causes paralysis.
Benefit: Any living creature a lich hits with its touch attack must succeed on a Fortitude
save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse
can free the victim (see the bestow curse spell description)..
The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot
check or a DC 15 Heal check reveals that the victim is still alive.

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Spell Resistance (Su)


The lich is supernaturally resistant to spells.
Prerequisites: Magister or greater.
Benefit: The lich gains Spell Resitance equal to 13 + its caster level.

Turn Immunity (Ex)


The lich is immune to the divine control of clerics.
Prerequisites: Magister or greater.
Benefit: The lich can not be rebuked, turned, controlled or destroyed by clerical turning.

Undead Mastery (Ex)


The lich may control an almost legendary number of undead.
Prerequisites: Rebuke/Command Undead, Lich Lord.
Benefit: The number of undead that can be controlled is now equal to 2 x level x rank. This
does not stack with the epic feat of the same name.

Vile Arcana (Ex)


No living or undead creature can match the lich's mastery of necromancy.
Prerequisites: Archlich or greater, 28th level wizard specialized in Necromancy, Dark
Arcana, Nether Arcana, Epic Spell Focus (Necromancy), Greater Spell Focus (Necromancy),
Spell Focus (Necromancy).
Benefit: The lich adds its Charisma modifer to its spellcaster level and spell DCs when
casting Necromancy spells. This stacks with both the Epic Spell Focus feat and with the
Nether Arcana salient ability. It gains the ability to use create greater undead at will as a
spell like ability.

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Creating a Risen
“Risen” is an acquired template that can be added to any living creature (referred to
hereafter as the base creature).
The Risen creature has all the base creatures' statistics and special abilities except as noted
here.

Size and Type: The base creature's type changes to Undead (Augmented [base creature's
type]). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s. The ancient dead and mightier
also gain bonus HP using their Charisma modifer in place of their Consitution modifer.

Speed: The risen creature has its speed reduced by 10 feet in every mode of movement.

Armor Class: The risen creature has a +5 natural armor bonus per rank or the base
creature’s natural armor bonus, whichever is better. The venerable dead and mightier gain a
profane bonus to AC equal to their rank. The deified dead and mightier gain a deflection
bonus to AC equal to their Charisma modifier.

Special Attacks: The risen creature retain all the base creature’s special attacks and gains
those described below. Save DCs are equal to 10 + 1/2 the risen creature’s HD + the risen
creature’s Charisma modifer unless otherwise noted.

Despair (Su): At the mere sight of the risen creature, viewers must succeed on a Will save or
be paralyzed with fear for 1d4 rounds per rank. Whether or not the save is successful, that
creature cannot be affected again by the same risen's despair ability for 24 hours.

Special Qualities: The risen creature retains all the base creature’s special qualities and
gains those described below.

Damage Reduction (Su): The embalmed flesh of the risen creature will not yield to mortal
weapons, giving the creature damage reduction according to the table below. Their natural
weapons are treated as magic and evil for the purpose of overcoming damage reduction. The
ancient and mightier treat their natural weapons as epic for the purpose of overcoming
damage reduction

Energy Vulnerability (Ex): The risen creature is vulnerable to one form energy that it is
neither resistant or immune to.

Fast Healing (Ex): The risen creature has fast healing equal to five times its rank.

Immunities (Ex): The risen creature is immune to mind affecting effects, polymorph and one
form of energy.

Resistances (Ex): The risen creature has resistance 10 to two forms of energy.

Turn Resistance (Ex): The risen creature has turn resistance equal to its rank plus its
Charisma modifer.

Abilities: The base creature's ability scores increase according to the table below. Being
undead, the risen creature has no Constitution score. If the creaure's Intelligence is reduced
below 3, all of its HD are replaced with undead HD. It retains any racial abilities other than
spellcasting or spell-like abilities, but looses all class abilities. The creature's Intelligence can
not fall below one as a result of this template being applied.

Skills: Same as the base creature.

Organization: Solitary.

Challenge Rating: +2, with an additional +1 at the restless, ancient, and transcendant
ranks.

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Treasure: Standard coins; double goods; double items.

Alignment: Any evil.

Advancement: By character class.

Walking Dead; +4 Str, -2 Dex, -8 Int, +2 Wis, +4 Cha. DR 4/-. No salient abilities.
Restless Dead; +4 Str, -2 Dex, -6 Int, +4 Wis, +4 Cha. DR 8/-. 1 salient ability.
Venerable Dead; +6 Str, -4 Int, +6 Wis, +6 Cha. DR 12/-. 2 salient abilities.
Ancient Dead; +6 Str, -2 Int, +8 Wis, +6 Cha. DR 16/-. 4 salient abilities.
Deified Dead; +8 Str, +10 Wis, +8 Cha. DR 20/-. 7 salient abilities.
Transcendant Dead; +8 Str, +2 Int, +12 Wis, +8 Cha. DR 24/-. 11 salient abilities.

Risen Salient Abilities


Alternate Form (Su)
The risen may take animal form.
Benefits: The risen can assume the shape of one of any two animals (or dire versions
thereof) as a standard action. These animals may not have more HD than the risen itself.
This ability is similar to a polymorph spell cast by a caster of a level equal to the risen's HD,
except that the risen does not regain hit points for changing form and must choose from
among those two forms. While in its alternate form, the risen loses its natural attacks, but it
gains the natural weapons and extraordinary special attacks of its new form. It can remain in
that form until it assumes another.

Bestial (Ex)
Death has twisted the risen into a bestial, animalistic form.
Prerequisites: Wis 9+.
Benefits: The risen gains two claw attacks and one bite attack, which inflict damage
according to the table below:

Size Claw Damage Bite Damage


Fine 1 1
Diminutive 1d2 1
Tiny 1d3 1d2
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6
Huge 2d6 1d8
Gargantuan 3d6 2d6
Colossal 4d6 3d6

Note: A risen which has taken the Pristine saliant ability may not take the Beastial saliant
ability.

Curse of the Pharoh (Su)


The risen can call down a terrible curse upon those who dare violate its tomb.
Prerequisites: Venerable or mightier, Cha 15+.
Benefits: Whenever any living creature enters the tomb of the risen (for the purposes of
this ability, a "tomb" is the area that the Risen regards as its personal dwelling - some very
powerful risen have this power cover entire cities), the risen is not only instantly aware of
the intruder, its name, alignment and patron deity (if any) but it may also, at its choice, use
bestow greater curse upon it. Furthermore, unless the trespasser is of higher level than the
risen, it receives no save.

Dark Blessing (Ex)


The risen is utterly evil, and its ties to the negative energy plane protect it.
Prerequisities: Venerable or mightier, cleric level 10+, Cha 21+.
Benefits: The risen may add it's Charisma modifier to all saving throws. This does not stack
with the blackguard ability of the same name.

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Elemental Mastery (Su)


The risen's command of the elements is legendary.
Prerequisites: Ancient or greater, 20th level cleric with the Air, Earth, Fire or Water
domain, immune to corresponding energy type, Elemental Power.
Benefits:
Air: Gains a competence bonus on attack rolls, damage, and Armor Class equal to its rank if
both it and its foe are airborne.
Earth: Gains a competence bonus on attack rolls, damage, and Armor Class equal to its rank
if both it and its foe are touching the ground.
Fire: Gains a competence bonus on attack rolls, damage, and Armor Class equal to its rank if
both it and its foe are touching fire or using weapons with the flaming or flaming burst
special abilities.
Water: Gains a competence bonus on attack, damage, and Armor Class equal to its rank if
both it and its foe are touching the same body of water.

Elemental Power (Ex)


The risen has great command over the elements.
Prerequisites: Restless or greater, 10th level cleric with the Air, Earth, Fire or Water
domain, immune to corresponding energy type.
Benefits:
Air: Fly at twice land speed
Earth: Burrow at twice land speed
Fire: 1d6 extra fire damage on every strike
Water: Swim at twice land speed

Energy Drain (Su)


The risen can permanently drain a creature's lifeforce.
Prerequisitites: Cha 19+, Touch of Death.
Benefits: The risen's natural weapons and unarmed strikes (including its touch attack) deal
one negative level per rank. This may be used once per round.

Feeder of Flesh (Ex)


The risen has a ghoul-like craving for the flesh of the dead.
Prerequisites: Restless or mightier.
Benefits: The risen can devour the corpses of the dead, allowing it to consume the negative
energy that lingers around corpses. As a full round action, the risen can devour the corpse of
a creature of the same size class or smaller, gaining 1 corpse point per HD the target had.
The risen can never have more corpse points than its own HD. For every size category the
creature is larger than the risen, it takes an additional full round action to devour the corpse.

The risen can spend two corpse points to heal itself for 3 hit points, as a free action.

Grand Seer (Su)


A few risen have achieved such mastery over the necromatic energies that fill them that they
can channel the same powers of other risen, allowing them to create massive perturbations
of the Temporalis Procealis, through which they witness possible futures.
Prerequisites: Deified or mighter, Seer, Watcher and Feeder of Flesh salient abilities, Cha
20+.
Benefits: When the risen enters a trance using the Seer ability, it can see 1 hour into the
future per corpse point spent, instead of one minute. If there are other risen with the Feeder
of Flesh salient ability within 100 ft. of the risen, it may use their corpse points to fuel this
ability in addition to its own. For every risen with the Grand Seer salient ability within 50 ft.
of the risen, it can see an additional one hour into the future with the expenditure of each
corpse point (so if five risen with the Grand Seer salient ability were within 50 ft. of each
other, each would see 6 hours into the future with the expenditure of each corpse point.)

Greater Rejuvenation (Su)


The risen simply can not be destroyed.
Prerequisites: Ancient or mightier, rejuvenation.
Benefits: Even if completly destroyed, the risen reappears, fully healed, one week (minus

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one day per rank) after it is reduced to 0 hit points.

Impervious (Ex)
The risen has no discernable weaknesses.
Benefit: The risen has no energy vulnerability.

Indestructable (Ex)
The risen is immune to nearly all attempts to harm it.
Prerequisites: Deified or mightier, Impervious, Invulnerable.
Benefits: The risen is immune to 3 types of energy and has resistance 20 to the other two.

Invulnerable (Ex)
The risen seems near unstoppable.
Prerequisites: Venerable or mightier, Impervious.
Benefits: The risen is immune to 2 types of energy and has resistance 15 to another two.

Mummy Rot (Su)


The risen is infected with foul diseases.
Benefits: The natural weapons and unarmed strikes (including touch attack) of the risen
carry a supernatural disease. The Fortitude save, incubation period and damage are
according to table below.

Walking: Incubation period 1 hour, damage 1d4 Con and 1d4 Cha.
Restless: Incubation period 10 minutes, damage 1d6 Con and 1d6 Cha.
Venerable: Incubation period 1 minute, damage 1d8 Con and 1d8 Cha.
Ancient: Incubation period 1 round, damage 2d6 Con and 2d6 Cha.
Deified: Incubation period 1 round, damage 3d6 Con and 3d6 Cha.
Transcendant: Incubation period 1 round, damage 4d6 Con and 4d6 Cha.

Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and
dies) or is cured as described below.
Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any
conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a caster
level check (DC equal to 10 + the Risen's HD), or the spell has no effect on the afflicted
character.
To eliminate mummy rot, the curse must first be broken with break enchantment or remove
curse (requiring a caster level check for either spell), after which a caster level check is no
longer necessary to cast healing spells on the victim, and the mummy rot can be magically
cured as any normal disease.
An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow
away into nothing at the first wind.

Pristine (Ex)
The risen looks as though it were still alive.
Prerequisites: Int 9+
Benefits: The risen moves at the same speed as in life and its Dexterity increases by 2.
Note: A Risen which has taken the Beastial saliant ability may not take the Pristine saliant
ability.

Rejuvenation (Su)
The risen has the ability to heal severe wounds in mere seconds.
Benefits: The risen may rejuvenate itself as a full round action that provokes an attack of
oportunity. In doing so, it heals 25 pointes of damage per rank. The creature may do nothing
else that round, even as a free action.

Revenant (Ex)
The risen is driven by a terrible thirst for vengeance.
Prerequisites: Victim of murder, Restless or greater.
Benefits: Against it's murderer, the risen gains a profane bonus to Armor Class, saves and
Spell Resistance (if applicable) equal to its Charisma modifer. The murderer, upon seeing the
risen, is paralysed unless he makes a successful Will save. Finally, if the revanent

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successfully grapples its murderer, it may inflict 1 point of Constitution damage per round as
it slowly throttles its foe.

Seer (Su)
Very rarely, an risen gains such a level of control over the necromatic energies that fill them
that they can cause tiny perturbations in the fabric of time, allowing them to glimps brief
flashes of what is to come.
Prerequisites: Ancient or mighter, Watcher and Feeder of Flesh salient abilities, Cha 18+.
Benefits: The risen can enter a special trance, which lasts for 10 minutes, during which time
the risen cannot percieve its surroundings, and cannot be awoken in any manner short of a
wish. For every corpse point the risen spends while in this trance, it can look forward one
minute and catch a glimpse of the possible future. This future does not account for the risen
using this ability, so it may be changed by the risen's actions.

Spell Resistance (Su)


The risen is supernaturally resistant to spells.
Prerequisites: Venerable or mightier.
Benefit: The risen gains Spell Resitance equal to 13+its HD.

Symbiosis (Ex)
The risen's rotting form is home to some other creature.
Benefits: The creature's body is infested with any one of the following; monstrous
scorpions, monstrous centipedes, monstrous spiders, rats, grey ooze, green slime, yellow
mold, brown mold, ochre jelly or rats.
Special: A risen may have this ability multiple times, choosing a different infection each
time.

Touch of Death (Su)


The very touch of the risen saps the life of the living.
Prerequisitites: Cha 17+.
Benefits: The risen has a touch attack that uses negative energy to deal 1d8 points of
damage per rank plus its Charisma modifer to living creatures; a Will save halves the
damage. A risen with natural weapons can use its touch attack or its natural weaponry, as it
prefers. If it chooses the latter, it deals 1d8 points of extra damage per rank plus its
Charisma modifer on one natural weapon attack.

Turn Immunity (Ex)


The risen is immune to the divine control of clerics.
Prerequisites: Venerable or mightier
Benefit: The risen can not be rebuked, turned, controlled or destroyed by clerical turning.

Watcher (Su)
The risen can use the necromatic energies that animate it to tear small holes in reality,
allowing it to watch far locations through these perturbations of reality.
Prerequisites: Venerable or mightier, Feeder of Flesh salient ability, Cha 15+.
Benefit: The risen can spend 10 corpse points to cast the scrying spell at will.

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Creating a Vampire
“Vampire” is an acquired template that can be added to any living creature (referred to
hereafter as the base creature).
A vampire uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to Undead (Augmented [base creature's type]).
Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: All current and future HD become d12s. Eminent and older vampires also gain
bonus HP using their Charisma modifier in place of Constitution.

Speed: A vampire's speed increases by 10 feet per age category.

AC: A vampire gains an increase to its natural armor equal to to 5 plus his age category.
Elder and older vampires gain a profane bonus equal to their age category. Ancient and older
vampires gain a deflection bonus equal to their Charisma modifier.

Special Attacks: A vampire retains all the base creature’s special attacks and gains those
listed below. All saves are against DC 10 + 1/2 the vampire's HD + the vampire's Charisma
modifier.

Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs with a
successful bite attack according to the table below. For every point of Constitution drained,
the vampire gains 5 temporary hit points.

Children of the Night (Su): Vampires command the lesser creatures of the world and once
per day per age category can call forth 10 HD per age category of the same animals as
specified for the vampire's Alternate Forms. These creatures arrive in 2d6 rounds and serve
the vampire for up to 1 hour per age category. Most vampires call wolves, bats or rats.

Domination (Su): A vampire can crush an opponent’s will just by looking onto his or her
eyes. This is similar to a gaze attack, except that the vampire must use a standard action,
and those merely looking at it are not affected. Anyone the vampire targets must succeed on
a Will save or fall instantly under the vampire’s influence as though by a dominate person
spell (at a caster level equal to his HD). The ability has a range of 50 feet per age category.

Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s bite attack
rises as a vampire spawn 1d4 days after burial.

Any vampire may create another vampire by feeding his blood to a dying (between -1 and -9
hit points) victim. The victim makes a Will Save followed by a Fortitude Save. If the Will save
is successful, the blood has no effect, if the Fortitude save is successful, the creature dies but
does not rise as one of the undead. If the victim fails both saves, they die, only to rise as a
vampire with the next sunset.

An elder or older vampire may create another vampire by draining the victim’s blood on
three consecutive nights. Upon the second night the victim makes a Will save; if successful,
the bite has no effect beyond the draining of blood. If the victim fails the Will save, the
vampire may transform them into a vampire by draining their blood the next night, this time
reducing their Constitution to 0. They then make a Fortitude save; if successful they die but
do not rise as one of the undead. If the victim fails both saves, they seem to die only to rise
as a vampire with the next sunset.

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An ancient or older vampire may transform a victim into a vampire with only a single bite.
Any victim who has failed their Will Save against the vampire's domination power and whose
blood the vampire has drained can be forced to make a Fortitude save or seem to die and to
rise as a vampire at the next sunset. The vampire may force any one creature to make this
save once every 24 hours.

The vampire has control over all spawn and vampires that it creates. At any given time a
vampire may have enslaved spawn totalling no more than its own Hit Dice times its age
category; any spawn it creates that would exceed this limit are created as free-willed
vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its
own, so a master vampire can control a number of lesser vampires in this fashion. A vampire
may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a
vampire or vampire spawn cannot be enslaved again.

Special Qualities: A vampire retains all the special qualities of the base creature and gains
those described below.

Alternate Form (Su): A vampire can assume the shape of one of any three animals (or dire
versions thereof) as a standard action. These animals may not have more HD than the
vampire itself. This ability is similar to a polymorph spell cast by a caster of a level equal to
the vampire's HD, except that the vampire does not regain hit points for changing form and
must choose from among those three forms. While in its alternate form, the vampire loses its
natural bite attack and domination ability, but it gains the natural weapons and extraordinary
special attacks of its new form. It can remain in that form until it assumes another or until
the next sunrise. (If the base creature is not terrestrial, this power might allow other forms).
Vampires are normally able to transform into rats, bats and wolves.

Damage Reduction (Su): A vampire has damage reduction according to the table below. A
vampire’s natural weapons are treated as magic and evil weapons for the purpose of
overcoming damage reduction. Those of eminent and older rank also count as epic weapons
for this purpose.

Damned (Ex): A vampire is the the living dead and is an inherently unholy thing. They may
not approach within 5 feet of anyone holding a holy symbol of a good aligned deity. They
take 2d6 points of damage from holy water. They cast no reflection in mirrors. They must
make a Will save (DC 30) to cross running water (complete immersion in which damages
them as half-strength sunlight would). Finally, they are nauseated when within 20 feet of
one of the following; white roses, garlic or wolfsbane. Rarely, vampires are vulnerable to
another type of plant instead.

Fast Healing (Ex): A vampire heals 5 points of damage per age category each round so long
as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes
gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be
utterly destroyed (it can travel up to nine miles in 2 hours). Any additional damage dealt to a
vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is
helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at
the rate of 5 hit points per round. While helpless, a vampire may be paralyzed by driving a
wooden stake through its heart. This is a full round action and provokes an attack of
opportunity. The vampire remains in stasis until the stake is removed (allowing the vampire
to resume healing) or until the vampire is slain (usually by decapitation).

Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the
spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet
with perfect maneuverability.

Immunities (Ex): A vampire has immunities according to the table below.

Resistances (Ex): A vampire has resistances according to the table below.

Sleep of the Dead (Ex): As the sun rises, the vampire falls into unconsciousness and cannot
be awakened until the sun sets. Noises, lights, and even attacks do not stir the creature.
Once the sun sets, the vampire instantly springs to full alertness.

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A vampire may, however, make a Will save (DC 20) to stay awake for an hour. At the end of
the hour, the vampire must make another Will Save, this time against a DC of 25 to remain
awake another hour. At the end of the second hour, the vampire must make a DC 30 Will
save and so on. When a vampire does finally sleep, they sleep an additional two hours past
sunset for every one they were awake for after sunrise.

Spider Climb (Su): A vampire can climb sheer surfaces as though affected by a spider climb
spell.

Sunlight Vulnerability (Ex): In daylight, a vampire looses all supernatural abilities, its fast
healing and its racial bonuses to Strength and Dexterity. It takes a -4 penalty to attack rolls,
skill checks, ability checks and AC. Furthermore, vampires of eminent or lesser age take
damage from the sunlight; newborn vampires take 50 points of damage a round, young
vampires take 20 points of damage a round, elder vampires take 10 points of damage a
round and eminent vampires take 1 point of damage a round. Half this amount if the
vampire is in cloudy conditions or at twilight. A vampire destroyed by sunlight (or spells like
sunburst) does not assume gaseous form.

The Hunger (Ex): A vampire must feed on blood daily, typically via their blood drain attack.
A vampire must ingest no fewer than 4 Constitution points of blood per day. For each day
this requirement is not met, the vampire suffers one negative level (to a minimum of 1 HD)
and its powers are reduced as though it lost one age category (to a minimum of newborn).
For each day the vampire ingests the minimum requirement of blood, one lost level and age
category are restored. If the vampire ingests bloods from other sources, such as animals or
fresh corpses, they gain only 1/2 the normal amount of Constitution points they would
otherwise get.

Turn Resistance (Ex): A vampire has turn resistance equal to twice its age category.

Saves: Same as the base creature adjusted for ability increase.

Abilities: A vampires gains ability bonuses according to the table below. As an undead
creature, a vampire has no Constitution score.

Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense
Motive, and Spot checks. Otherwise same as the base creature.

Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning
Reflexes as bonus feats, assuming the base creature meets the prerequisites and doesn’t
already have these feats. Eminent and older vampires also gain Epic Reflexes, Improved
Combat Reflexes and Superior Initiative.

Challenge Rating: As base creature +2, plus an additional +1 at the young, eminent, and
primal ranks.

Alignment: Always evil (any)

Advancement: Same as the base creature.

Newborn (0-50): Str +6, Dex +4, Int +2, Wis +2, Cha +4. Bite 1d4 plus 2 Con. Cold and
electricity resistance 10. DR 10/magic and silver. No salient abilities.

Young (50-200): Str +8, Dex +6, Int +2, Wis +2, Cha +6. Bite 1d6 plus 3 Con. Cold and
electricity resistance 15. DR 15/magic and silver. 1 salient ability.

Elder (200-500): Str +10, Dex +6, Int +4, Wis +4, Cha +6. Bite 2d6 plus 4 Con. Cold and
electricity resistance 20, acid resistance 5. DR 15/ good and silver. 2 salient abilities.

Eminent (500-1000): Str +12, Dex +8, Int +4, Wis +4, Cha +8. Bite 3d6 plus 6 Con. Cold
and electricity immunity, acid resistance 10. DR 15/epic, good and silver. 3 salient abilities.

Ancient (1000+): Str +14, Dex +8, Int +6, Wis +6, Cha +8. Bite 4d6 plus 9 Con. Cold and
electricity immunity, acid resistance 15, fire or sonic resistance 5. DR 20/epic, good and

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silver. 5 salient abilities.

Primal: Str +16, Dex +10, Int +6, Wis +6, Cha +10. Bite 6d6 plus 12 Con. Cold and
electricity immunity, acid resistance 20, fire or sonic resistance 10 . DR 25/epic, good and
silver. 7 salient abilities.

Vampire Salient Abilities


Aquatic (Ex)
The vampire has grown fishlike over the centuries.
Prerequisites: Elder or older.
Benefits: The vampire gains a swim speed equal to its land speed and gains the ability to
cross running water freely and without risk of damage.

Aura of Desecration (Su)


The vampire's unholy prescence bolsters undead, and has ill effects on holy items, plants,
and water nearby.
Prerequisites: Eminent or older, Godless, Stain on Nature, Cha 21+.
Benefits: The vampire's presence has all the affects of a nightshade's descrecating aura.
However, it extends for 10 ft. times their rank times their Charisma modifier. In addition, all
holy symbols within this radius combust, melt, shatter, bend in half, or are otherwise
somehow destroyed, rendering them useless for turn attempts, as spell foci, or other uses. If
a holy symbol was enchanted, it is entitled to a Fortitude save to avoid this effect. All non-
sentient plants within the radius wither and die; sentient ones must make a Fortitude save or
die. All water within this radius freezes solid. This evil aura frightens animals; untrained
animals flee if possible or attack if cornered, while trained animals are skittish and
unresponsive. All Handle Animal checks within the aura's radius suffer a -10 penalty.

Bloodthirsty (Ex)
The vampire's bire is more draining than most
Prerequisites: Improved Natural Attack (bite)
Benefits: The vampire deals 3 additional points of Con damage on a successful blood drain
attempt. This salient ability can be taken more than once.

Clawed (Ex)
The vampire has developed clawed hands over the centuries.
Prerequisites: Elder or older.
Benefits: The vampire gains 2 claw attacks which deal damage as per the table below.

Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 3d6
Colossal 4d6

Command Undead (Su)


The vampire can force lesser undead into subserviance.
Prerequisites: Wis 21+.
Benefits: The vampire may rebuke/command undead as an evil cleric of its HD.

Dark Blessing (Ex)


The vampire is utterly evil, and its ties to the negative energy plane protect it.
Prerequisities: Elder or older, Cha 21+.

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Benefits: The vampire may add it's Charisma modifier to all saving throws. This does not
stack with the blackguard ability of the same name.

Energy Drain (Su)


The vampire's strong ties to the negative energy plane allow it to drain life from its victims.
Benefits: The vampire gains a slam attack. If the base creature does not have this attack
form, use the appropriate damage value from the table below according to the vampire’s
size. Creatures that have other kinds of natural weapons retain their old damage values or
use the appropriate value from the table below, whichever is better. Living creatures hit by a
vampire’s slam attack (or any other natural weapon the vampire might possess) gain one
negative level per rank. For each negative level bestowed, the vampire gains 5 temporary hit
points. A vampire can use its energy drain ability once per round.

Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 3d6
Colossal 4d6

Flight (Su)
The vampire can levitate and fly through willpower alone.
Prerequisites: Eminent or older
Benefits: The vampire gains a fly speed of 50 ft.(perfect).

Frightful Presence (Su)


The vampire can unsettle mortals when it attacks, gestures, or even smiles.
Prerequisities: Cha 23+.
Benefits: The vampire gains the frightful presence ability, as described in the Monster
Manual. As stated above, the trigger varies depending on the vampire.

Godless (Ex)
The vampire can ignore the effects of holy items.
Prerequisites: Wis 21+.
Benefits: The vampire may now physically attack someone displaying a holy symbol. It
takes half damage from the touch of holy symbols or holy water, and it's turn resistance is
doubled. Once it reaches the eminent age category, it takes only one point of damage from
holy symbols or holy water, and it's turn resistance is tripled rather than doubled.

Hypnotic Vapor (Su)


The vampire's gaseous form has hypnotic powers.
Prerequisities: Cha 21+.
Benefits: The vampire can use its dominate ability while in gaseous form. To the target, the
gaseous vampire appears to roil in a soothing, hypnotic pattern, while colors shimmer in its
nebulous, misty form. Only the target perceives these changes in the vampire's gaseous
form. All the normal rules for the domination power apply.

Improved Domination (Su)


The vampire can dominate foes simply by speaking to them.
Prerequisities: Elder or older, Cha 25+.
Benefits: The vampire can now command by voice as well as gaze. It does not require line
of sight to the target, but the target must be able to hear the vampire's voice. The range of

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this ability extends to 10 times the vampire's rank times its Charisma modifier. The vampire
can effect a number of opponents per round equal to its rank. Victims of its domination
power are not freed of the vampire's control during daylight hours; the vampire can verbally
command any creature in its thrall even in direct sunlight.

Light Sleep (Ex)


Unlike most vampires, this vampire is not helpless during daylight hours.
Prerequisities: Young or older, Wis 21+.
Benefits: The vampire must still rest during the day, but can be awakened by ambient noise
or motion (taking the normal -10 penalty to Listen checks when sleeping), and is definitely
awakened by any attack.

Master of the Night (Su)


The vampire is a true master of the world and it's creatures.
Prerequisites: Elder or older, Wis 21+, Cha 23+
Benefits: The vampire may summon twice the normal alloted amount of children when
using its Children of the Night ability.

Pillage of Blood (Su)


The vampire has learned to draw the blood from its targets at range.
Prerequisites: Ancient or older, Scent, Flight, Stain on Nature.
Benefits: The vampire can make a ranged touch attack with a range of 60 ft. once per
round, dealing blood drain damage as per a vampire two age categories younger. The
vampire's body becomes stiff, reducing their base movement by 1/2 of their total.

Powerful Personality (Ex)


The vampire has a commanding personality and a way with words.
Prerequisites: Cha 23+.
Benefits: The vampire gains a +8 racial bonus to Diplomacy and Intimidate checks.

Regeneration (Ex)
The vampire can reattach or regrow lost body parts.
Prerequisities: Elder or older, Cha 21+.
Benefits: The vampire can reattach any lost limb or body part (save for its head) instantly,
by holding it to the stump. Otherwise, it regrows on its own in 1d4 rounds. This regrowth is
negated if the vampire has been staked through the heart - however, it reactivates if the
stake is removed and the body has not been destroyed.

Ressurection (Ex)
The vampire is notoriously difficult to slay.
Prerequisities: Eminent or older.
Benefits: The vampire can have many places of rest prepared, since the only requirement is
some soil from its homeland (the place where the base creature was born). The only way to
make sure that the vampire does not return is to cut its head from its body, burn the body
and the head separately, scatter the ashes from the body over running water, immerse the
ashes from the head in holy water, and bury the immersed ashes in consecrated ground.
However, if the head ashes are ever unearthed and somehow separated from the holy water,
dried thoroughly, and then subjected to an unhallow spell, the vampire can regenerate in a
week if the ashes are placed inside one of its places of rest.

Scent (Ex)
The vampire has a keen sense of smell.
Prerequisites: Wis 21+.
Benefits: The vampire gains the Scent feat.

Seductive (Ex)
The vampire is intensly sexually magnetic.
Prerequisites: Cha 25+
Benefits: Hetrosexuals of the opposite sex, homosexuals of the same sex, and bisexuals
take a penalty to all Will saves against the vampire's special abilities equal to the vampire's
Charisma modifer.

Spell-Like Abilities (Sp)

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The vampire has developed a number of magical powers to manipulate its surroundings.
Prerequisities: Elder or older, Int 15+.
Benefits: The vampire may use control weather and telekinesis at will as a sorcerer of its
own HD.

Spell Resistance (Su)


The vampire has grown resistant to magic.
Prerequisites: Eminent or older, Cha 25+.
Benefits: The vampire aquires Spell Resistance equal to 13+HD.

Stain on Nature (Su)


The vampire's mere existance is harmful to plants.
Prerequisites: Elder or older
Benefits: The vampire's presence slays all non-sentient plants within 20 feet. It is no longer
affected by white roses, garlic or wolfsbane. Sentient plant creatures must make a Fortitude
save (DC 10 + 1/2 vampire's HD + vampire's Charisma modifier) or die.

Sunlight Resilience (Ex)


Unless properly destroyed, the vampire can recover from sunlight destruction.
Prerequisites: Elder or older, Wis 21+, Cha 23+.
Benefits: When destroyed by sunlight, the vampire seems to die, but unless the body is
disposed of (through staking it, decapitating it, then filling the mouth with holy wafers), it
assumes gaseous form as soon as the sun sets and attempts to return to its coffin.

Telepathic (Sp)
The vampire can communicate telepathically.
Prerequisities: Int 21+.
Benefits: The vampire gains 100 ft. telepathy, and can use detect thoughts at will as a
sorcerer of its own HD.

Translocation (Sp)
The vampire may move from place to place without traversing the spaces between them.
Prerequisites: 60 ft. speed, Dex 25+.
Benefits: The vampire may use dimensional door at will as a move-equivalent action. His
caster level is equal to his HD.

Winged (Ex)
The vampire has, over the centuries, developed immense, bat-like wings.
Prerequisites: Elder or older, Wis 21+.
Benefits: The vampire gains a fly speed of 30 ft. (good) and gains a wing buffet attack that
inflicts damage according to the table below:

Size Damage
Fine 0
Diminutive 1
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 3d6

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