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Dicefreaks' Certified Rules Official Dicefreaks' Undead Templates
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Official DiceFreaks’ Undead Templates
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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.
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.
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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).
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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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.
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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.
Treasure: None.
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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.
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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.
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Benefit: The ghost receives fast healing equal to 5 times its rank.
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.
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aging of 1d10 years per rank of the ghost (a Will save negates this effect).
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.
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Benefit: The ghost can not be rebuked, turned, controlled or destroyed by clerical turning.
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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Abilities: The Aspirant's ability scores increase according to the table below. Being undead,
a lich has no Constitution score.
Organization: Solitary
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
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.
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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.
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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.
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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.
Organization: Solitary.
Challenge Rating: +2, with an additional +1 at the restless, ancient, and transcendant
ranks.
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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.
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:
Note: A risen which has taken the Pristine saliant ability may not take the Beastial saliant
ability.
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The risen can spend two corpse points to heal itself for 3 hit points, as a free action.
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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.
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.
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.
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.
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.
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.
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.
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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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.
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
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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.
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).
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.
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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.
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.
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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.
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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