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Book of Undead

This document contains summaries of various undead creatures from the Creature Catalog converted for use with 3rd edition Dungeons & Dragons rules, including apparitions, banshees, undead chimeras, coffer corpses, crypt things, and more. It provides game statistics and background information on each undead creature for use in D&D campaigns.

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0% found this document useful (0 votes)
851 views20 pages

Book of Undead

This document contains summaries of various undead creatures from the Creature Catalog converted for use with 3rd edition Dungeons & Dragons rules, including apparitions, banshees, undead chimeras, coffer corpses, crypt things, and more. It provides game statistics and background information on each undead creature for use in D&D campaigns.

Uploaded by

dragonblack6
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

BOOK OF UNDEAD

This book contains all of the undead creatures found in the Creature
Catalog (http://www.rpgplanet.com/dnd3e/creaturecatalog/)

Note that the creatures here have been converted from previous editions
of the game for use with the new 3e rules. There are no new creatures
included here (i.e., the new undead types found in the Creature Catalog,
are not included in this book).

CONTENTS
Apparition
Banshee
Chimera, Undead
Coffer Corpse
Crypt Thing
Demilich
Huecuva
Death Knight (template)
Dracolich (template)
Skeleton Warrior (template)
Zombie (template)
APPARITION
Medium-Size Undead (Incorporeal)
Hit Dice: 8d12 (52 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 15 (+2 Dex, +3 deflection)
Attacks: Incorporeal touch +6 melee
Damage: Incorporeal touch 0 and strangle
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Strangle, create spawn
Special Qualities: Undead, detect living, incorporeal, darkvision 60 ft,
turn resistance +2, unnatural aura, sunlight powerlessness
Saves: Fort +2, Ref +3, Will +7
Abilities: Str –, Dex 14, Con –, Int 10, Wis 13, Cha 16
Skills: Hide +13, Listen +12, Search +11, Spot +12
Feats: Alertness, Blind-Fight, Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 9-24 HD (Medium-size)

An apparition appears as a translucent skeletal humanoid dressed in


rags. Its eyes glow with a pale crimson flame.

COMBAT
The apparition attacks by fear alone. By grasping a target’s throat, it
attempts to actually scare the life out of him. If overpowered or if it fails in
its attempt to slay a living creature it will flee.
Strangle (Su): If an apparition hits with its incorporeal touch, it can
strangle an opponent. An apparition attacks by grasping a victim’s throat
with its incorporeal hand and implanting a suggestion in the victim’s mind
that the apparition can actually cause him harm. On a successful attack,
the target must succeed at a Will save (DC 17) or be stricken with horror.
On a successful save the suggestion fails. A failed Will save requires the
victim to make another save (this time Fortitude, DC 15) or die from
fright. Even on a successful Fortitude save, the victim will flee in terror for
1d6 rounds.
Detect Living (Su): An apparition can sense living creatures up to 100
feet away.
Unnatural Aura (Su): Both wild and domesticated animals can sense
the unnatural presence of an apparition at a distance of 30 feet. 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.
Create Spawn (Su): A creature slain by an apparition will rise in 1d4
hours as an apparition. Spawn are not commanded by or under the
control of the apparition who created them. They possess none of the
abilities they had in life.
Incorporeal: Only harmed by +1 or better magic weapons, or magic,
with a 50% chance to ignore any damage from a corporeal source. Can
pass through solid objects at will, and own attacks pass through armor.
Always moves silently.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and disease. Not subject to critical hits, subdual damage,
ability damage, energy drain, or death from massive damage.
Sunlight Powerlessness (Ex): Apparitions are utterly powerless in
natural sunlight (not merely a daylight spell) and flee from it. An
apparition caught in sunlight cannot attack and can take only partial
action.

The Apparition first appeared in the Fiend Folio (1981).

BANSHEE
Medium-Size Undead (Incorporeal)
Hit Dice: 7d12 (45 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 17 (+3 Dex, +4 deflection)
Attacks: Incorporeal touch +6 melee
Damage: Incorporeal touch 1d8
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Fear aura, wail
Special Qualities: Detect living, immunities, incorporeal, SR 20, turn
resistance +4, undead, unnatural aura, vulnerability, darkvision 60 ft
Saves: Fort +2, Ref +5, Will +8
Abilities: Str –, Dex 17, Con –, Int 16, Wis 16, Cha 18
Skills: Hide +13, Intimidate +10, Intuit Direction +8, Listen +14, Search
+12, Sense Motive +11, Spot +15
Feats: Ability Focus (wail), Alertness, Blind-Fight, Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 8-21 HD (Medium-size)

The banshee is the undead spirit of an evil female elf. Banshees hate the
living and seek to destroy whomever they meet.
A banshee appears much as she did in life, though her form is now
translucent. Her hair is unkempt and her eyes burn with a fiery hatred
like none have ever seen.

COMBAT
A banshee’s primary attack is her wail. If a creature survives the wailing
attack, the banshee will retreat to her lair. She will return the next night
until all creatures are dead or have left her territory. The banshee will not
attack creatures that are powerful enough to withstand her wail. Lesser
creatures will be dispersed via the wail or her claw attack.
Fear Aura (Su): Anyone viewing a banshee must make a Will save
(DC 16) or flee in terror for 1d6+4 rounds. Whether or not the save is
successful, the creature is immune to the fear aura of that banshee for
one day.
Wail (Su): 1/day at night only; 30-foot radius; Will save (DC 17) or die.
Detect Living (Su): The banshee can sense all living creatures up to 5
miles away.
Unnatural Aura (Su): Both wild and domesticated animals can sense
the unnatural presence of a banshee at a distance of 30 feet. 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.
Incorporeal: Only harmed by +1 or better magic weapons, or magic,
with a 50% chance to ignore any damage from a corporeal source. Can
pass through solid objects at will, and own attacks pass through armor.
Always moves silently.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and disease. Not subject to critical hits, subdual damage,
ability damage, energy drain, or death from massive damage.
Immunities: Banshees are immune to cold and electricity-based
attacks.
Vulnerability (Ex): Holy water deals 2d4 points of damage per vial to
a banshee. A dispel evil deals 1d6 points of damage per caster level
(maximum 10d6).

The Banshee first appeared in the Monster Manual (Gary Gygax, 1977).
CHIMERA, UNDEAD
The undead chimera has the same stats as its living cousin (Chimera,
page 35 in the Monster Manual) with the following exceptions and
additions.
• Type changes to Undead
• Immune to poison, sleep, paralysis, stunning, disease, and
mind-influencing effects. Not subject to critical hits, subdual
damage, ability damage, or death from massive damage.
• Has no Constitution score. Therefore, the undead chimera is
immune to any effect requiring a Fortitude save.
• Does not have low-light vision.
• Can be turned or rebuked by clerics. Turn resistance is +4.
• Breath weapon from dragon head is always cone of cold.
• CR 8 for undead chimera

The Undead Chimera first appeared in X11 Saga of the Shadowlord


(1986, Stephen Bourne).
COFFER CORPSE
Medium-Size Undead
Hit Dice: 2d12 (13 hp)
Initiative: +4 (+4 Improved Initiative)
Speed: 20 ft
AC: 12 (+2 natural)
Attacks: 2 claws +4 melee
Damage: Claw 1d4+6 and death grip
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Fear aura, improved grab, death grip
Special Qualities: Undead, damage reduction 10/+1, darkvision 60 ft, turn
resistance +2
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 18, Dex 11, Con -, Int 6, Wis 11, Cha 10
Skills: Intimidate +3, Hide +5, Listen +4, Sense Motive +3, Spot +5
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 3-4 (Medium-size); 5-6 HD (Large)

The coffer corpse is an undead creature seeking its final rest. They are most
often found in stranded funeral barges and the like. They hate life, and will attack
any living creature that disturbs them.
A coffer corpse resembles a zombie in appearance.

COMBAT
A coffer corpse attacks using its claws. It will attempt to grab a foe around the
neck. Once successful it will attempt to suffocate its victim. The coffer corpse will
not release its grip until either it or its victim is dead.
Fear Aura (Su): 5-foot radius, Will save (DC 11) or be affected as though by
fear as cast by a 7th-level sorcerer. Whether the save is successful or not an
affected creature is immune to the coffer corpse’s fear for one day.
Improved Grab (Ex): To use this ability, the coffer corpse must hit an
opponent of up to Large size with its claw attack. If it gets a hold, it uses its death
grip ability.
Death Grip (Ex): A coffer corpse deals 1d4+6 points of damage with a
successful grapple check against a Large or smaller creature. Because the coffer
corpse grasps the victim’s throat, a creature in its grasp cannot speak or cast
spells with verbal components.
A creature caught can hold its breath for a number of rounds equal to its
Constitution score. After this time, the character must succeed at a Constitution
check (DC 10) in order to continue holding its breath. The check must be
repeated each round, and the DC increases by 1 for each previous success. If
the victim runs out of breath, she falls unconscious (0 hp), and begins taking
suffocation damage. (See page 88 of the Dungeon Master’s Guide).
Undead: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and disease. Not subject to critical hits, subdual damage, ability
damage, energy drain, or death from massive damage.

The Coffer Corpse first appeared in the Fiend Folio (1981).


CRYPT THING
Medium-Size Undead
Hit Dice: 6d12 (39 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft
AC: 17 (+2 Dex, +5 natural)
Attacks: Claw +4 melee
Damage: Claw 1d6+1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Teleport other
Special Qualities: Undead, darkvision 60 ft, damage reduction 10/+1, turn
resistance +4
Saves: Fort +2, Ref +4, Will +7
Abilities: Str 12, Dex 14, Con –, Int 12, Wis 14, Cha 15
Skills: Bluff +8, Intimidate +7, Listen +12, Move Silently +8, Search +6, Sense
Motive +9, Spot +13
Feats: Alertness, Improved Initiative
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: 7-13 HD (Medium-size); 14-18 HD (Large)

Crypt things are undead creatures that are found guarding tombs, graves,
corpses, and crypts.
A crypt thing appears as a skeleton wearing a brown or black hooded robe. Its
eyes appear as small, red pinpoints of light. If left undisturbed the crypt thing will
not attack.
A crypt thing, despite its undead status, can speak Common.

COMBAT
A crypt thing will avoid combat if possible by using its teleport other ability. If any
creature succeeds at its Will save, the crypt thing will attack with its claws.
Teleport Other (Sp): All creatures within a 50-foot range that fail a Will save
(DC 17) are teleported in a random direction (roll 1d4; 1-north, 2-south, 3-east, 4-
west) and a random distance (1d10 x 100 feet) away from the crypt thing. Roll
randomly for each creature that fails its save. A teleported creature never arrives
in solid material and will arrive in the closest open space available, if the target
spot is solid; however, victims need not arrive at floor level.
A creature that succeeds at its save is unaffected by that crypt thing’s teleport
other ability for one day.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and disease. Not subject to critical hits, subdual damage, ability
damage, energy drain, or death from massive damage.

The Crypt Thing first appeared in the Fiend Folio (1981).


Variant Crypt Thing
There exists, in some parts of the world (and maybe only truly in legend) a
variant of the crypt thing. This variant has all the same abilities and powers as a
normal crypt thing with the following changes.
The variant does not possess the Teleport Other ability. Instead it possesses
an ability known as Cloak Other.
Cloak Other (Sp): All creatures within a 50-foot range that fail a Will save (DC
17) are simultaneously paralyzed and turned invisible. Those affected will remain
so for 2d4 days before the effects wear off.
A creature that succeeds at its save is unaffected by the crypt thing’s cloak other
ability for one day.

Create Crypt Thing


Necromancy [Evil]
Level: Clr 7, Death 8, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. +5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You may create a crypt thing with this spell. This spell must be cast in the tomb,
grave, or corpse that the crypt thing is assigned to protect.
A crypt thing can be created only from a mostly intact corpse or skeleton. The
corpse must have bones (so no oozes, worms, or the like). If a crypt thing is
made from a corpse, the flesh falls from the bones. The statistics for the crypt
thing depend on its size; they do not depend on what abilities the creature may
have had while alive. Only one crypt thing is created with this spell and it will
remain in the tomb where it was created until destroyed.
Material Component (for Crypt Thing): A black pearl gem worth at least 300 gp.
The gem is placed inside the mouth of the corpse. Once animated into a crypt
thing, the gem is destroyed.

The Crypt Thing first appeared in the Fiend Folio (1981).


DEMILICH
Tiny Undead
Hit Dice: 8d12 (52 hp)
Initiative: +4 (+4 Improved Initiative)
Speed: 0 ft (see text)
AC: 26 (+2 size, +14 natural)
Attacks: See text
Damage: See text
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Attacks: Animate dust, howl, trap the soul, curse
Special Qualities: Undead, spell immunity, turning immunity, weapon
immunities, discern powerful creature, rejuvenation, susceptibilty
Saves: Fort +5, Ref -2, Will +15
Abilities: Str –, Dex 1, Con –, Int 20, Wis 23, Cha 20
Skills: Knowledge (any two) +16, Listen +17, Sense Motive +16, Spot
+17
Feats: Ability Focus (trap the soul), Alertness, Great Fortitude, Improved
Initiative, Iron Will, Lightning Reflexes
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 15
Treasure: Double Standard
Alignment: Any evil
Advancement: 9-24 HD (Tiny)

The demilich (the name is a misnomer, for it is not a lesser form of a lich,
but the waning soul of a lich, centuries old) appears as nothing more
than a human (or humanoid skull), dust, and a few bones.
Closer inspection of the skull reveals 1d4+4 gems set in the skull’s eye sockets
and in place of its teeth.

COMBAT
When the lair of the demilich is first entered, the dust around the skull
swirls and rises into the air and forms a vaguely humanoid shape.
When a creature touches the skull of the demilich, it rises 6 feet into
the air and begins its attack sequence.
It will use its howl ability, directed at the most powerful creature
present and then drains the soul of the most powerful creature, storing its
soul in one of the gems in the skull. If the most powerful creature is
affected by the howl, then the next most powerful creature is the target of
the soul drain.
Afterwards, the demilich is sated, and sinks down. If disturbed again, it
will repeat its attacks as above. This process repeats as long as the skull
is intact and continues to be molested.
If all the gems are filled, the demilich resorts to its howl ability and curse ability.
Animate Dust (Ex): As a 5 HD wraith (Wraith, page 185 in the
Monster Manual). The wraith is immune to all forms of attack (though it
will feign damage by wavering and falling back) and cannot be turned. If
the shape is ignored, it will dissipate in 3 rounds.
Once the wraith has taken 52 points of damage, it dissipates and
reforms on the next round as a 10 HD wraith. The 10 HD wraith can be
attacked and damaged. It cannot be turned however.
If the demilich is destroyed, the wraith is destroyed as well. Left undisturbed
the wraith loses 1 hit point per day. At zero hit points, it dissipates.
Howl (Su): Once per round, 20-foot radius, Fortitude save (DC 19)
negates; Irrevocably slain on a failed save. Nothing short of a god’s
magic can raise the victim.
Trap the Soul (Su): Once per round, 60-feet, as trap the soul cast by
a 20th-level. No save to avoid. Spell resistance is likewise ineffective.
The soul is drawn into one of the gems contained in the skull. The
victim’s body immediately crumbles to dust.
If the skull is destroyed, each trapped soul is allowed a Fortitude save
(DC 15). Those that fail the save are irrecoverable, devoured by the
demilich. A successful save means the creature’s soul is still present in
the gem. The soul can be freed by crushing the gem, though a material
body (clone, simulacrum) must be present and within 30 feet of the gem
when it is crushed. A soul released when no receptacle is present is lost
forever.
Curse (Su): Once per round (and only when all gems are filled), the
demilich can unleash a powerful curse— such as, always hit in combat
by any attacking opponent, never succeed at a successful saving throw,
never gain XP from creatures slain or treasure gained, or something
equally as powerful. The curse can be removed with a remove curse, but
the victim loses 1 point of Charisma permanently when the curse is
removed.
Discern Powerful Creature (Su): The demilich can detect the most
powerful creature (from a group) when two or more creatures move
within 100 feet of it.
Rejuvenation (Su): When destroyed, the skull fragments and any
other remaining pieces must be immersed in holy water, followed by the
casting of a dispel magic, or the creature will reform at full strength in
1d10 days.
Spell Immunity (Ex): The only spells that can affect a demilich are
desecrate (forces the skull to sink down without howling or draining a
soul), dispel evil (deals 1d4+4 points of damage), hallow or halt undead
(forces skull to sink without howling or draining a soul), shatter (deals
3d6 points of damage), power word kill (destroys it if cast by an astral or
ethereal caster), and holy word (deals 5d6 points of damage).
Weapon Immunities (Ex): The demilich is immune to all weapon
attacks save for the following, which deal normal damage: A barbarian,
fighter, or ranger wielding a vorpal weapon or weapon of +5 or greater
enchantment; a paladin with a vorpal weapon or weapon of +4 or greater
enchantment.
Any other creature wielding a weapon with a +4 or greater enchantment or a
disruption weapon can deal 1 point of damage per successful attack. Note the
demilich is immune to the disruption power of the weapon.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and disease. Not subject to critical hits, subdual damage,
ability damage, energy drain, or death from massive damage.

The Demilich first appeared in the module S1 Tomb of Horrors (Gary


Gygax, 1981).
HUECUVA
Medium-Size Undead
Hit Dice: 2d12 (13 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 17 (+2 Dex, +4 natural)
Attacks: Claw +2 melee
Damage: Claw 1d4+1 and disease
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Disease
Special Qualities: Undead, change self, damage reduction 10/+1,
darkvision 60 ft., turn resistance +2
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 12, Dex 15, Con –, Int 4, Wis 9, Cha 10
Skills: Listen +6, Spot +6
Feats: Improved Initiative
Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-4), or pack (5-10)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 3-6 HD (Medium-size)

Huecuva are the remains of clerics who were unfaithful to their vows and
turned to evil. As such they are condemned to eternal unlife.
Huecuva resemble robed skeletons and may be mistaken for them.
Woe to those who make this mistake however, for the huecuva is more
than just a mindless skeleton dressed in tattered priestly robes.

COMBAT
A huecuva attacks with its claws. It will fight to the death.
Disease (Ex): Filth Fever—claw, Fortitude save (DC 12), incubation
period 1d3 days; damage 1d3 temporary Dexterity, 1d3 temporary
Constitution (Disease, page 74 in the Dungeon Master’s Guide).
Change Self (Sp): 3/day—as the spell cast by a 10th-level sorcerer.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning and disease. Not subject to critical hits, subdual damage, ability
damage, energy drain, or death from massive damage.

The Huecuva first appeared in the Fiend Folio (1981).


DEATH KNIGHT (template)
A death knight is a horrific form of a lich created by a demon prince (it is
thought Demogorgon) from a fallen paladin or favored blackguard. There
are only twelve of these creatures known to exist.
A death knight appears as a skeletal form dressed in the same armor
the character wore in life. The death knight’s eyes have decayed and
pinpoints of crimson light burn in their place. Its clothes and armor
usually show signs of wear and age.
A death knight speaks any languages it knew in life.

CREATING A DEATH KNIGHT


“Death Knight” is a template that can be added to any humanoid paladin
(fallen) or blackguard of at least 9th level (referred to hereafter as the
“character”). The character’s type changes to “undead.” It uses all the
character’s statistics and abilities except as noted here.

Hit Dice: Increase to d12


Speed: Same as the character.
AC: The death knight has +2 natural armor or the character’s natural
armor, whichever is better.
Special Attacks: A death knight retains all the character’s special
attacks and also gains those listed below. Saves have a DC of 10 + 1/2
death knight’s HD + death knight’s Charisma modifier unless noted
otherwise.
Fear Aura (Su): 5-foot radius, Will save or be affected as though by
fear as cast by a sorcerer of the death knight’s level.
Spell-Like Abilities: At will—detect magic, see invisible, and wall of ice;
2/day—dispel magic; 1/day—fireball, any one power word spell and
symbol (pain or fear effect only). All are as the spells cast by a 20th-level
sorcerer (save DC 10 + death knight’s Cha modifier + spell level).
Summon Demons (Sp): Once per day a death knight can attempt to
summon 2d8 dretches or 1d4 vrock with a 35% chance of success, or
one hezrou, marilith or nalfeshnee with a 20% chance of success.
Special Qualities: A death knight retains all the character’s special
qualities and gains those listed below, and also gains the undead type
(see page 6, Monster Manual).
Darkvision (Ex): Range 60 feet.
Turn Resistance (Ex.): A death knight has +4 turn resistance (see page
10, Monster Manual).
Spell Resistance (Ex): A death knight has SR 25.
Summon Nightmare (Sp): Once per 10 years, a death knight may
summon a nightmare (Nightmare, page 140 in the Monster Manual) to
serve it as a paladin’s mount serves.
Saves: Same as the character
Abilities: A death knight gains a +4 to Strength and a +2 to Wisdom
and Charisma, but being undead, has no Constitution score.
Skills: Death knights gain a +8 racial bonus to Intimidate, Sense
Motive, and Spot checks. Otherwise same as the character.
Feats: Same as the character

Climate/Terrain: Any land and underground


Organization: Solitary
Challenge Rating: Same as the character +3
Treasure: None
Alignment: Any evil
Advancement: By character class

SAMPLE DEATH KNIGHT


This example uses a 9th-level paladin (fallen) as the character.

Death Knight
Medium-Size Undead
Hit Dice: 9d12 (58 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 20 ft.
AC: 22 (+1 Dex, +9 armor, +2 natural)
Attacks: +2 Longsword +11/+6 melee
Damage: +2 Longsword 1d8+7
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, fear aura, summon demons
Special Qualities: Undead, SR 25, turn resistance +4, summon
nightmare, darkvision 60 ft.
Saves: Fort +6, Ref +4, Will +6
Abilities: Str 20, Dex 13, Con –, Int 12, Wis 16, Cha 17
Skills: Diplomacy +12, Heal +12, Intimidate +11, Listen +8, Ride +12,
Sense Motive +9, Spot +11
Feats: Cleave, Great Cleave, Improved Initiative, Power Attack
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 12
Treasure: Standard plus +1 full plate armor and +2 longsword
Alignment: Chaotic evil
Advancement: By character class

COMBAT
Fear Aura (Su): 5-foot radius, Will save (DC 17) or be affected as
though by fear as cast by a sorcerer of the death knight’s level.
Spell-Like Abilities: At will—detect magic, see invisible, and wall of
ice; 2/day—dispel magic; 1/day—fireball, any one power word spell and
symbol (pain or fear effect only). All are as the spells cast by a 20th-level
sorcerer (save DC 13 + spell level).
Summon Demons (Sp): Once per day a death knight can attempt to
summon 2d8 dretches or 1d4 vrock with a 35% chance of success, or
one hezrou, marilith or nalfeshnee with a 20% chance of success.
Summon Nightmare (Sp): Once per 10 years, a death knight may
summon a nightmare (Nightmare, page 140 in the Monster Manual) to
serve it as a paladin’s mount serves.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and disease. Not subject to critical hits, subdual damage,
ability damage, energy drain, or death from massive damage.

The Death Knight first appeared in the Fiend Folio (1981).


DRACOLICH (template)
The dracolich is the undead form of a powerful and evil dragon. Legends
say that a mystical cult engendered the first dracolich.
A dracolich appears as the same as it was in life, though its flesh and
scales are pulled tight over its skeleton. Fully skeletal dracoliches have
been observed.
A dracolich speaks Common and any other languages it knew in life.

CREATING A DRACOLICH
“Dracolich” is a template that can be added to any dragon creature
(referred to hereafter as the “character”). The character’s type changes
to “undead.” It uses all the character’s statistics and abilities except as
noted here.

Hit Dice: Increase to d12


Speed: Same as the character.
AC: The dracolich has +3 natural armor or the character’s natural
armor whichever is better
Special Attacks: A dracolich retains all the character’s special attacks
and also gains those listed below. Saves have a DC of 10 + 1/2
dracolich’s HD + dracolich’s Charisma modifier unless noted otherwise.
Frightful Presence (Ex): Dracolich’s gain a +2 to the DC of the frightful
presence aura generated by all dragons.
Paralyzing Gaze (Su): 30 feet, Will save or affected as by a hold
person spell cast by a 20th-level sorcerer.
Cold (Ex): The dracolich generates intense cold, dealing 1d8 points of
damage with its touch. Creatures attacking a dracolich unarmed or with
natural weapons take cold damage each time their attacks hit.
Paralyzing Touch (Ex): Due to the chilling touch of the dracolich, those
hit by its claws or bite must succeed at a Fortitude save or be paralyzed
for 1d6+2 minutes.
Control Undead (Ex): Once per day, as a 15th-level cleric.
Damage Reduction: Dracoliches have damage reduction 20/+2.
Special Qualities: A dracolich retains all the character’s special
qualities and gains those listed below, and also gains the undead type
(Undead, page 6 in the Monster Manual).
Darkvision (Ex): Range 60 feet.
See Invisible (Su): A dracolich can continually see invisible as the spell
as cast by a 15th-level sorcerer. It can suppress or resume this ability as
a free action.
Turning Immunity (Ex): Dracoliches cannot be turned or controlled by
clerics of any level or alignment.
Spell Resistance (Ex): Same as character.
Saves: Same as the character
Abilities: A dracolich gains +2 to Strength, Intelligence, Wisdom, and
Charisma, but being undead, has no Constitution score.
Skills: Dracoliches gain a +8 racial bonus to Intimidate, Listen, Search,
Sense Motive, and Spot checks. Otherwise, same as character.
Feats: Same as the character.
Climate/Terrrain: Any land
Organization: Solitary
Challenge Rating: Same as the character +3
Treasure: Double Standard
Alignment: Any evil
Advancement: By character class

SKELETON WARRIOR (template)


The skeleton warrior is a lich-like undead lord that was once a powerful
fighter of at least 10th-level. Legends tell that the skeleton warriors were
forced into their undead lich-like stat many ages ago by a powerful demi-
god who trapped each of their souls in a golden circlet.
A skeleton warrior appears as a roughly lich-like creature dressed in
the same type of armor worn during life. Its clothes and armor usually
show signs of wear and age.
A skeleton warriors sole reason for remaining on the Material Plane is
to search for and regain the circlet that contains its soul.
A skeleton warrior speaks Common and any other languages it knew
in life.

CREATING A DEATH KNIGHT


“Skeleton Warrior” is a template that can be added to any humanoid
creature (referred to hereafter as the “character”). The character’s type
changes to “undead.” It uses all the character’s statistics and abilities
except as noted here.

Hit Dice: Increase to d12


Speed: Same as the character.
AC: The skeleton warrior has +4 natural armor or the character’s
natural armor whichever is better
Special Attacks: A skeleton warrior retains all the character’s special
attacks and also gains those listed below. Saves have a DC of 10 + 1/2
skeleton warrior’s HD + skeleton warrior’s Charisma modifier unless
noted otherwise.
Fear Aura (Su): Skeleton warriors are shrouded in an aura of fear.
Creatures with less than 5 HD and in a 60-foot radius must succeed at a
Will save or be affected as though by fear as cast by a sorcerer of the
skeleton warrior’s level.
Damage Reduction: Skeleton warriors have damage reduction 15/+1.
Find Target (Sp): The skeleton warrior can track and find the
possessor of its circlet unerringly, as though guided by discern location.
Special Qualities: A skeleton warrior retains all the character’s special
qualities and gains those listed below, and also gains the undead type
(Undead, page 6 in the Monster Manual).
Darkvision (Ex): Range 60 feet.
Turning Immunity (Ex): Skeleton warriors cannot be turned or
controlled by clerics of any level or alignment.
Spell Resistance (Ex): SR 28
Saves: Same as the character
Abilities: A skeleton warrior gains +4 to Strength and +2 to Charisma,
but being undead, has no Constitution score.
Skills: Skeleton warriors gain a +8 racial bonus to Intimidate checks
and a +6 racial bonus to Sense Motive and Spot checks. Otherwise,
same as character.
Feats: Same as the character.
Climate/Terrrain: Any land
Organization: Solitary
Challenge Rating: Same as the character +3
Treasure: Standard
Alignment: Any evil
Advancement: By character class

SKELETON WARRIOR’S CIRCLET


When a fighter is transformed into a skeleton warrior his soul is trapped
in a golden circlet. Anyone possessing one of these circlets may control
the skeleton warrior whose soul is stored therein within a 300-foot range.
The possessor must wear the circlet on his head to control the skeleton
warrior. The controller can see through the skeleton warrior’s eyes, but
he may not himself move, attack, or cast spells. Other than taking a 5-
foot step, the controller may take no action in a round.
The controller may force the skeleton warrior into “active mode”,
thereby causing it to fight, search for treasure, and so on. In “passive
mode”, the skeleton warrior stands motionless. While in passive mode,
the controller cannot see through the warrior’s eyes, but may act
normally (move, attack, cast spells, etc.).
Regardless of the mode of control, once the skeleton warrior and
controller move to a distance greater than 300 feet of one another control
is broken. It is also broken should the circlet be removed from the
controller’s head.
If the circlet remains in the controller’s possession he may resume
control at any time, but if it leaves his possession, the skeleton warrior
will immediately stop what it is doing and proceed at double move speed
to attack and destroy the former controller. If a skeleton warrior gains
control of the circlet containing its soul, the warrior “dies” and vanishes.
The circlet crumbles to valueless dust.
When a character first comes into possession of a circlet, he may be
unaware of its significance. He may also be unaware that the skeleton
warrior whose soul is contained therein is tracking him. As long as the
owner of the circlet and the skeleton warrior remain on the same plane of
existence, the warrior may track him.
To gain control of a skeleton warrior, the possessor must place the
circlet on his head. The would-be controller cannot wear anything else on
his head (including a hat, helmet, etc.). The controller must be able to
see the skeleton warrior and he must spend one full round establishing
control. If the character is interrupted during this time, he must succeed
at a Concentration check in order to establish control in the round he is
attacked or distracted.
If a character in possession of a circlet does not attempt control or fails
his Concentration check, the skeleton warrior will attack him in an
attempt to destroy him and gain possession of the circlet.

SAMPLE SKELETON WARRIOR


This example uses a 12th-level human fighter as the character.
Medium-Size Undead
Hit Dice: 12d12 (78 hp)
Initiative: +1 (Dex)
Speed: 20 ft.
AC: 25 (+1 Dex, +4 natural, +10 armor)
Attacks: +2 bastard sword +20/+15/+10 melee
Damage: +2 bastard sword 1d10+9
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Fear aura, find target
Special Qualities: Undead, damage reduction 10/+1, SR 28, turning
immunity, darkvision 60 ft.
Saves: Fort +11, Ref +6, Will +7
Abilities: Str 21, Dex 13, Con –, Int 12, Wis 13, Cha 14
Skills: Climb +9, Intimidate +9, Jump +11, Listen +11, Ride +8, Search
+5, Sense Motive +7, Spot +14, Swim +10
Feats: Alertness, Armor Proficiency (all), Cleave, Great Cleave, Martial
Weapon Proficiency (all), Power Attack, Shield Proficiency, Simple
Weapon Proficiency (all), Sunder, Track, Weapon Focus (bastard
sword), Weapon Specialization (bastard sword)
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 15
Treasure: Standard
Alignment: Always neutral evil
Advancement: By character class

COMBAT
Undead: Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and disease. Not subject to critical hits, subdual damage,
ability damage, energy drain, or death from massive damage.
Fear Aura (Su): Skeleton warriors are shrouded in an aura of fear.
Creatures of less than 5 HD in a 60-foot radius must succeed at a Will
save or be affected as though by fear as cast by a sorcerer of the
skeleton warrior’s level.
Magic Items Carried: +2 full plate armor, +2 bastard sword, cloak of
resistance +2, boots of speed.

The Skeleton Warrior first appeared in the Fiend Folio (1981).


ZOMBIE (template)
Zombies are corpses reanimated through dark and sinister magic. These
mindless automatons shamble about, doing their creator’s bidding
without fear or hesitation.

CREATING A ZOMBIE
"Zombie" is a template that can be added to any non-undead corporeal
creature (referred to hereafter as the "base creature") that has a skeletal
system. The creature’s type changes to "Undead." It retains most type
modifiers (such as "Fire" or "Aquatic"), but loses alignment type modifiers
(such as "Good") and type modifiers that indicate kind (such as
"Goblinoid" or "Reptilian").

ZOMBIE TYPE MODIFIERS


When turned into zombies, creatures keep some type modifiers and lose
others.
They Keep: The Lose:
Air Chaotic
Aquatic Evil
Cold Good
Earth Lawful
Electricity Reptilian
Fire Humanoid subtype (e.g., Elf)
Water

The new zombie uses all the base creature’s statistics and special
abilities except as noted here.
Hit Dice: Drop any Hit Dice gained from experience and raise remaining
Hit Dice to d12. If the creature has more than 20 Hit Dice, it can’t be
made into a zombie by the animate dead spell. (Exception: A 20th-level
cleric with the Evil domain casts animate dead at caster level 21, so such
a cleric can create an undead creature with 21 Hit Dice.)
Armor Class: Natural armor changes to a number based on the
skeleton’s size:

Size Natural AC
Tiny or smaller 0
Small 1
Medium-size 2
Large 3
Huge 4
Gargantuan 6
Colossal 11

Attacks: The zombie retains all the natural attacks, manufactured


weapons, and weapon proficiencies of the base creature.
A creature with hands gains one claw attack per hand; the zombie can
strike with all of them at its full attack bonus. (If the creature already had
claw attacks with its hands, it can use the zombie attack format and
damage, if they’re better.) Recalculate the zombie’s melee and ranged
attack bonuses based on its new type (Undead) and abilities (+2
Strength). Undead creatures have a base attack of HD x 1/2 (same as a
wizard).
Damage: Natural and manufactured weapons inflict normal damage. A
claw attack deals damage depending on the zombie’s size. (Use the
base creature’s claw damage if it’s greater.)

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

Special Attacks: The zombie loses all special attacks the base creature
once enjoyed.
Special Qualities: The zombie loses all special qualities the base
creature once had, except those associated with any subtypes it retains
(such as the Fire subtype). All zombies gain the “Undead” type (see the
Introduction of the Monster Manual) and this special quality:
Partial Actions Only (Ex): Zombies have poor reflexes and can perform
only partial actions. Thus they can move or attack, but can only do both if
they charge (a partial charge).
Saves: Base saves are the same as those of a wizard: Fort +1/3 HD, Ref
+1/3 HD, and Will +2+(1/2HD).
Abilities: The new zombie’s Strength increases by +2, it has no
Constitution or Intelligence score, its Dexterity changes to 8, its Wisdom
changes to 10, and its Charisma decreases to 3.
Skills: The zombie loses all skills once possessed by the base creature.
Feats: The zombie loses all feats once possessed by the base creature,
but gains Toughness.
Climate/Terrain: Any land and underground.
Organization: Any.
Challenge Rating: Depends on Hit Dice:

Hit Dice CR
1/2 1/6
1 1/2
2-3 1
4-5 2
6-7 3
8-9 4
10-11 5
12-14 6
15-17 7
18-20 8

Treasure: None.
Alignment: Always neutral evil.
Advancement: Hit Dice are based on advanced Hit Dice, if applicable.

SAMPLE ZOMBIE CREATURE


Zombie Wolf
Medium-Size Undead
Hit Dice: 2d12+3 (16 hp)
Initiative: -1 (Dex)
Speed: 50 ft.
AC: 11 (-1 Dex, +2 natural)
Attacks: Bite +3 melee
Damage: Bite 1d6+2 melee
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Undead, partial actions only, darkvision 60 ft.
Saves: Fort +0, Ref -1, Will +3
Abilities: Str 15, Dex 8, Con –, Int –, Wis 10, Cha 3
Feats: Toughness
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or pack (7-16)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)

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