D20 Blackdirge Publishing Blackdyrge's Templates - Armored Apparition

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Blackdyrge’s Templates Elder Fiend

Credits

Blackdyrge’s Templates The Campaign Construction System is a format designed to help GMs organize their campaign binder. Each entry in this product is layed out to fit a single page or series of pages that can be easily identified and placed in specific categories of the binder. With this system a GM can print only the pages needed for their game, mix and match content from various products in the line, and reduce the clutter and weight of multiple products.

Armored Apparition Written and Created by Aeryn “Blackdirge” Rudel Editing Dwight Hulce Illustrations Hunter McFalls & Edward Bourelle Graphic Design & Layout Edward Bourelle & Erik Nowak SkeletonKey Staff Edward Bourelle & Art Braune

Each page is organized with the following information A: Title of the entry contained on the page B: Product title in which the entry can be found C: Author and artist credits for that entry D: Category label for binder organization

Blackdyrge’s Templates: Armored Apparition is ©2007 Aeryn “Blackdirge” Rudel. All rights reserved. Illustrations and design are ©2007 Hunter McFalls and Edward Bourelle, as credited. All rights reserved. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. SkeletonKey Games, Campaign Construction System, the SkeletonKey Games logo, and the Campaign Construction System logo are trademarks of Edward Bourelle. Blackdirge Publishing and the Blackdirge Publishing logo are trademarks of Aeryn Rudel. Blackdyrge is a trademark of Aeryn Rudel. Dungeons & Dragons and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with permission. ‘d20 System’ and the d20 System logo are trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with permission. The following is designated as Open Game Content: all new rules and stat blocks (but not the proper names of characters and places or their backgrounds). To be clear, the Blackdyrge property is CLOSED. None of the character names, backgrounds, place names, stories, or any other part of the Blackdyrge storyline is open content.

SkeletonKey Games www.skeletonkeygames.com [email protected]

publishing

Author: Aeryn Rudel SkeletonKey Games

1

Credits

Blackdyrge’s Templates Elder Fiend

Armored Apparition same as base creature otherwise)

It is somim difficult to abandon the traings of the past en one mak the transition from life to unlife. People, lac, and personal possions all hold a strong and familiar bond to those of us o have shrued off the mortal coil. However, some simply cannot l go of their worldly past, and cling to the shreds of a life long since moldering and dayed. I find this most common with undead that have not chosen their current form, but have had it thrust upon them through some terrible and lhal calamity. I have found that incorporeal spirits, such as ghosts, sper, and wraiths, often as not, bind themselv to a certain location; typically the exact spot of their demise. But I have observed another, l-common type of aarition ich is bound not to a lace, but to the traings and accouterments of war. The shad, ich I have dubbed “armored aaritions,” have the ability to inhabit and animate a suit of magical armor, usually a personal possion from their living days. This animation grants the aarition a host of intriguing powers, not the least of ich is the ability to manipulate corporeal objes such as weapons and shields. In addition, through my observations, I have witned the armored aaritions making full use of the life draining energy attacks common to incorporeal undead, transmitting the fell energi through the armor they inhabit, or even through enchanted weapons wielded with the same skill they possed in life. I have included dailed information on two exampl of the armored aarition, a common spere, and an incredibly powerful wraith. - Blackdyrge

Author: Aeryn Rudel Illustrator: Edward Bourelle

2

Template

Blackdyrge’s Templates Elder Fiend

Armored Apparition

Special Qualities: An armored apparition retains all the special qualities of the base creature and gains the following special qualities.

Some incorporeal undead, especially those that were powerful warriors in life, have a special connection to the tools of warfare, namely armor and weapons. These “armored apparitions” can possess and inhabit a suit of armor, wearing it like a metal skin, and gaining a number of potent abilities as a result.

Possess Armor (Su): The defining feature of the armored apparition is its ability to possess and animate a suit of magical full plate or half plate. The armor to be animated must have a magical enhancement of at least +1, and must be designed for a creature of the armored apparition’s size. When animating a suit of armor, the armored apparition gains a Strength score equal to its Charisma score, allowing it to manipulate corporeal objects. In addition, it gains an armor bonus equal to the armor bonus granted by the armor it inhabits. An armored apparition does not lose its deflection bonus to AC when inhabiting armor, but must abide the armor’s maximum Dexterity rating and any associated armor check penalty. Possessing a suit of armor also grants and armored apparition a hardness score of 10, making it very difficult to damage.

“Armored apparition” is an inherited template that can be added to any incorporeal undead (referred to hereafter as the base creature). Size and Type: Size and type are unchanged. Armor Class: The armored apparition gains an armor bonus to its armor class based on the type of armor it inhabits. Attack: An armored apparition retains all the attacks of the base creature and also gains a slam attack when possessing a suit of armor. An armored apparition armed with a weapon uses its slam or a weapon, as it desires.

Possessing a suit of armor causes the armored apparition to take on some degree of corporeality, and it loses most of the benefits of incorporeality. While armored, the armored apparition is vulnerable to non-magical attacks, loses the ability to negate damage from a corporeal source, and may not pass through solid objects. It cannot use its incorporeal touch attack, although it can still transmit the effects of such an attack through a slam or weapon attack (see above). In addition, the armored apparition loses the ability to fly, but retains its full land movement rate. If the base incorporeal undead does not have a land speed, it gains a land speed equal to half its fly speed or 30 ft., whichever is greater.

Damage: Armored apparitions have slam attacks. Use the appropriate damage value from the table below according to the armored apparition’s size.

Size

Slam Damage

Large

1d8

Huge

2d6

Gargantuan

3d6

Colossal

4d6

Medium

1d6

Possessing a suit of armor is a full round action for the armored apparition, as is vacating it. Martial Proficiency (Ex): An armored apparition is proficient with all simple and martial weapons, and with all types of armor and shields.

Special Attacks: An armored apparition retains all the special attacks of the base creature and gains the following special attacks.

Abilities: When inhabiting a suit of armor the armored apparition gains a Strength score equal to its Charisma score.

Death Kiss (Su): The armored apparition has a special connection to certain types of corporeal items, namely armor and weapons, which allows it to transmit the effects of any incorporeal touch attack it may have (such as a wraith’s Constitution drain) through the armor it inhabits via its slam attack or any magical weapon (enhancement bonus of at least +1) it wields.

Feats: An armored apparition gains Weapon Focus as a bonus feat. Treasure: Armored apparitions have double standard treasure for their CR. However, all of this treasure must be their personal armor and weapons.

Animate Object (Sp): An armored apparition can use animate object as a spell-like ability three times per day with a caster level equal to its Hit Dice. Author: Aeryn Rudel SkeletonKey Games

Alignment: Same as base creature Challenge Rating: +2 (when inhabiting a suit of armor,

3

Template

Blackdyrge’s Templates Elder Fiend

Armored Spectre Armored Spectre CR 9 CE Medium Undead (incorporeal) Init +7; Senses darkvision 60 ft.; Listen +14, Spot +14 Aura unnatural aura (30 ft.) Languages Common, Elven, Orc

Possess Armor (Su): An armored spectre can possess and animate a suit of magical full plate or half plate. The armor to be animated must have a magical enhancement of at least +1, and must be designed for a creature of the armored spectre’s size. When animating a suit of armor, the armored spectre gains a Strength score equal to its Charisma score, allowing it to manipulate corporeal objects. In addition, it gains an armor bonus equal to the armor bonus granted by the armor it inhabits. An armored spectre does not lose its deflection bonus to AC when inhabiting armor, but must abide by the armor’s maximum Dexterity rating and is subject to any associated armor check penalty. Possessing a suit of armor also grants and armored spectre a hardness score of 10, making it very difficult to damage.

AC 26, touch 13, flatfooted 25 (+1 Dex, +10 armor, +3 shield, +2 deflection) hp 45 (7 HD); hardness 10 Immune undead traits Fort +2, Ref +5, Will +7 Weakness sunlight powerlessness Speed 40 ft. (8 squares) Melee +1 longsword +7 (1d8+3 plus energy drain/19-20) or Melee slam +5 (1d6+3 plus energy drain) Space 5 ft.; Reach 5 ft. Base Atk +3; Grapple +5 Atk Options death kiss Special Actions energy drain, create spawn, possess armor Spell-Like Abilities (CL 7th) 3/day—animate object

Possessing a suit of armor causes the armored spectre to take on some degree of corporeality, and it loses most of the benefits of incorporeality. While armored, the armored spectre is vulnerable to non-magical attacks, loses the ability to negate damage from a corporeal source, and may not pass through solid objects. It cannot use its incorporeal touch attack, although it can still transmit the effects of such an attack through a slam or weapon attack (see above). In addition, the armored spectre loses the ability to fly, but retains its full land movement rate.

Abilities Str 15, Dex 16, Con —, Int 14, Wis 14, Cha 15 SQ +2 turn resistance, undead traits Feats Alertness, Blindfight, Improved Initiative, Weapon Focus (greatsword)B Skills Hide +8*, Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks) *Includes a –5 armor check penalty Possessions +1 longsword, +2 full plate, +1 heavy steel shield

Possessing a suit of armor is a full round action for the armored spectre, as is vacating it.

Create Spawn (Su): Any humanoid slain by an armored spectre becomes a spectre in 1d4 rounds. Spawn are under the command of the armored spectre that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Sunlight Powerlessness (Ex): Armored spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. An armored spectre caught in sunlight cannot attack and can take only a single move or attack action in a round.

Death Kiss (Ex): While inhabiting a suit of armor, an armored spectre can transmit its energy drain attack through its slam or its longsword.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of an armored spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Energy Drain (Su): Living creatures hit by an armored spectre’s incorporeal touch attack gain two negative levels. The DC is 15 for the Fortitude save to remove a negative level. For each such negative level bestowed, the armored spectre gains 5 temporary hit points.

Author: Aeryn Rudel SkeletonKey Games

4

Monster

Blackdyrge’s Templates Elder Fiend

Armored Spectre COMBAT

A warrior clad in ancient, baroque armor stands before you. He grips a naked longsword in one gauntleted fist, and carries a shield bearing a coat of arms you do not recognize. You notice an unnatural chill in the air as the warrior turns towards you and lifts the visor of his ornate helm. Fear courses through your blood at the sight, for beneath the steel helm there is nothing but empty air.

An armored spectre will charge into battle with its longsword, relying on its high Armor Class and hardness to keep it from harm. It will focus its attacks on any obvious divine spellcasters, fearing to be turned or commanded. If the battle turns against the armored spectre, it will attempt to vacate its armor, becoming incorporeal, and escape through the ground or into the air.

Armored spectres can typically be found at or near the sites of epic battles. Their connection to the arms and armor they bore in life grants them more freedom to move about, but they are still tied to the location of their death, and will not stray more than a few miles from it. Like common spectres, armored spectres despise the living, and will attack living creatures on sight.

Author: Aeryn Rudel Illustrator: Hunter McFalls

TREASURE An armored spectre has roughly double the standard treasure for its CR (9,000 gp). However, this entire amount is tied up in the armored spectre’s weapon, armor, and shield.

5

Monster

Blackdyrge’s Templates Elder Fiend

Armored Dread Wraith Armored Dread Wraith CR 13 CE Large Undead (incorporeal) Init +13; Senses darkvision 60 ft., lifesense 60 ft.; Listen +25, Spot +25 Aura unnatural aura (30 ft.) Languages Common, Dwarven, Elven, Orc

enslaved until its death. They do not possess any of the abilities they had in life. Daylight Powerlessness (Ex): Armored dread wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it. Death Kiss (Ex): While inhabiting a suit of armor, an armored dread wraith can transmit its Constitution drain attack through its slam or its flail.

AC 35, touch 20, flatfooted 32 (-1 size, +3 Dex, +11 armor, +5 shield, +7 deflection) hp 104 (16 HD), hardness 10 Immune undead traits Fort +5, Ref +14, Will +14 Weakness daylight powerlessness

Lifesense (Su): An armored dread wraith 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.

Speed 30 ft. (6 squares); Dodge, Mobility Melee +2 flail +17/+12 (2d6+9 plus Constitution drain) or Melee slam +14 (1d8+10 plus Constitution drain) Space 10 ft.; Reach 10 ft. Base Atk +8; Grapple +19 Atk Options Cleave, Power Attack, Spring Attack, death kiss Special Actions Constitution drain, create spawn, possess armor Spell-Like Abilities (CL 16th) 3/day—animate object

Possess Armor (Su): An armored dread wraith can possess and animate a suit of magical full plate or half plate. The armor to be animated must have a magical enhancement of at least +1, and must be designed for a creature of the armored dread wraith’s size. When animating a suit of armor, the armored dread wraith gains a Strength score equal to its Charisma score, allowing it to manipulate corporeal objects. In addition, it gains an armor bonus equal to the armor bonus granted by the armor it inhabits. An armored dread wraith does not lose its deflection bonus to AC when inhabiting armor, but must abide by the armor’s maximum Dexterity rating and any associated armor check penalty. Possessing a suit of armor also grants and armored dread wraith a hardness score of 10, making it very difficult to damage.

Abilities Str 24, Dex 28, Con —, Int 17, Wis 18, Cha 24 SQ +2 turn resistance, undead traits Feats AlertnessB, Blind-Fight, Cleave, Combat Reflexes, Dodge, Improved InitiativeB, Power Attack, Spring Attack, Weapon Focus (flail)B Skills Diplomacy +9, Hide +21*, Intimidate +26, Knowledge (religion) +22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6 following tracks) *Includes a –3 armor check penalty Possessions +2 flail, +3 mithral full plate, +3 heavy steel shield

Possessing a suit of armor causes the armored dread wraith to take on some degree of corporeality, and it loses most of the benefits of incorporeality. While armored, the armored dread wraith is vulnerable to non-magical attacks, loses the ability to negate damage from a corporeal source, and may not pass through solid objects. It cannot use its incorporeal touch attack, although it can still transmit the effects of such an attack through a slam or weapon attack (see above). In addition, the armored dread wraith loses the ability to fly, but retains its full land movement rate.

Constitution Drain (Su): Living creatures hit by an armored dread wraith’s flail or slam attack must succeed on a DC 25 Fortitude save or take 1d8 points of Constitution drain. On each such successful attack, the armored dread wraith gains 5 temporary hit points. Create Spawn (Su): Any humanoid slain by an armored dread wraith 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 wraith that created them and remain Author: Aeryn Rudel SkeletonKey Games

Possessing a suit of armor is a full round action for the armored dread wraith, as is vacating it.

6

Monster

Blackdyrge’s Templates Elder Fiend

Armored Dread Wraith TREASURE

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of an armored dread wraith at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

An armored dread wraith has roughly double the standard treasure for its CR (26,000 gp). However, this entire amount is tied up in the armored wraith’s weapon, armor, and shield.

This ogre-sized humanoid is armed with a massive flail and is clad from head to toe in gleaming full plate. Its visorless helm contains only darkness and two flickering pinpoints of crimson light. The air seems to darken and twist as it moves towards you, and it looses an unearthly shriek as it raises its weapon to attack. Powerful servants of darkness, armored dread wraiths are often in the employ of even more powerful creatures, such as liches or occasionally fiends. Since they are not bound to the location of their mortal demise, armored dread wraiths can be encountered anywhere, furthering the cause of evil or performing some dire errand for their master. COMBAT Armored dread wraiths are truly terrifying combatants. Their skill at arms coupled with the life-draining ability common to wraiths can easily destroy even the most battle-hardened warrior in a matter of seconds. Fearless, even when faced with powerful servants of good, an armored dread wraith will quickly enter melee to bring its life-draining ability to bear upon its foes. It will make good use of the Spring Attack feat, charging in to land a single blow upon an opponent, and then whirling away to confront another enemy. This tactic allows the armored dread wraith to spread its life-draining power among a large number of foes, weakening them all in a short matter of time. Armored dread wraiths will rarely flee a battle, and will usually fight until destroyed or turned.

Author: Aeryn Rudel Illustrator: Hunter McFalls

7

Monster

Blackdyrge’s Templates Elder Fiend

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modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

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8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

Blackdyrge’s Templates: Armored Apparition Copyright 2007 Aeryn Rudel, dba Blackdirge Publishing. All rights reserved.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying,

Author: Aeryn Rudel SkeletonKey Games

8

OGL

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