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Dark Huntsmen

First created by the Necromantic order of Lleth, the Dark Huntsmen are
diabolical undead creatures out of nightmare. Completely loyal to their
nefarious masters these creatures track, and slaughter the enemies of the
Order.
From a distance the Dark Huntsmen will appear as if a shrouded woodsmen,
or ranger. When seen in light however the Huntsmen appear similar to a
Ghast, with the exception that the Huntsmen have cold intelligent eyes that
emanate a tangible hatred for all life. Its clothing is torn and ragged with the
earth of the grave still clinging to it. The foul stench of rot, and soil roll in
waves with each step that the creature takes.
The Dark Huntsmen are an Intelligent breed of undead, capable of giving
commands to lesser undead such as Ghouls, or Zombies. They carry the
possessions they owned in life, and horde items of magic which they take
back to their Master. Dark huntsmen speak fluently in the language of their
previous life. Some Dark Huntsmen are followed by their Eldritch Companions
of old and their is a 10% chance that a Huntsmen will be in the company of
1d6 Eldritch creatures of the DMs choosing. Unaffected by daylight the Dark
huntsmen can if careful continue to hunt its target by daylight. This is a rare
bit of knowledge that perhaps a bard or a wizard might know ( DC 38)
Creating a Dark Huntsmen
Dark Huntsmen is a template that can be added to any aberration, dragon,
giant, humanoid, magical beast, monstrous humanoid, or shapechanger. The
creature (referred to hereafter as the base creature) must have an
Intelligence score of at least 8. The creatures type changes to undead. It
retains most of the base creatures abilities and statistics change slightly.
Hit Dice: Increase to d12
Speed: Same as base creature
AC: Dark Huntsmen gain a +5 bonus to their AC due to the difficulty to take
them down.
Damage: Dark Huntsmen are dangerous undead indeed, and prefer to use
their weapon from life to attack their victims.
Special Attacks: The Dark Huntsmen does not retain any of the base
creatures special attacks. It instead gains the following listed below.
Foul Stench Aura(Su): All Dark Huntsmen radiate a 60-foot-radius of the foul
stench of undeath. While this aura does not damage living things, it spoils
food and drink, and will cause characters who fail a fortitude save (DC 15) to
grow nauseous. Characters effected in this way get -1 to their save rolls, and
a -2 to attack, and damage rolls
Detect Living (Su): A Dark Huntsmen can sense living creatures up to 100
feet away, and once per week it may single out one living creature by calling
the creatures name. This ability pin points the whereabouts of the creature
within 50ft feet.
Chill Touch (Su): When a Dark Huntsmen touches a victim, the victim must

make a Fortitude save or lose an additional 1d6 damage due to the extremely
cold temperature of the Huntsmen's touch
Summon Pack (Su): Once per night the Dark Hunter can summon a pack of
four Eldritch Wolves. The pack is under the complete and total control of the
Hunter. The pack disappears with the coming of dawn and may not be
resummoned again until after dusk.
Special Qualities: A Dark Huntsmen gains the following special qualities plus
the ones it had in life.
Turn Resistance (Ex): A Dark Huntsmen has a turn resistance of +4.
Heat Vulnerability (Ex): Spirits are especially vulnerable to heat, and fire
attacks. They take double damage from such attacks unless they make their
saves (in which case they take half damage).
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.
Unnatural Aura (Su): Both wild and domesticated animals can sense the
unnatural presence of an Dark Huntsmen 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.
Saves: Same as base creature.
Abilities: Same as base creature except that Dark Huntsmen have no
Constitution score.
Skills: Dark Huntsmen receive a +8 racial bonus to Hide, Listen, Search and
Spot checks. Otherwise same as base creature.
Feats: Track, Alertness, otherwise same as base creature
-----------------------------------------------------------------------Climate/Terrain: Any land or underground
Organization: Solitary, Pod (2)
Challenge Rating: Same as base creature +3
Treasure: Standard, ( What was carried by the base creature)
Alignment: Any Evil
Advancement: Same as base creature
Sample Dark Huntsman
Thamilis ( Elf, High)
Medium-sized Undead
Hit Dice: 3d12 (24 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 17 (+1 Dex, +1 Deflection Bonus, +5 Natural)
Attacks: Chill touch, Longsword + 1 Melee Longbow +2 Ranged
Damage: Chill touch ( see text for damage), Longsword 1d8+1, Longbow
1d8+1
Face/Reach: 5 ft. x 5 ft./5 ft.
Special Attacks: Foul Stench Aura, Detect Living, Chill Touch, Spells
Special Qualities: Undead, Turn Resistance +4, Unnatural Aura, Heat/Fire

Vulnerability, Spell Vulnerability


Saves: Fort +4, Ref +2, Will +2
Abilities: Str 15, Dex 13, Con --, Int 12, Wis 7, Cha 12
Skills: Hide +17*, Listen +13*, Search +15*, Spot +13* Craft +8, Gather
information +3, Hide +1, Intuit direction +2, Knowledge (arcana) +7, Listen
+1, Move silently +2, Scry +7, Search +4, Spellcraft +8, Spot +1;
Feats: Combat casting, Improved Initiative, Track, Alertness
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.
Sorcerer Spells Known (6/6): 0th -- Detect Magic, Detect Poison, Light,
Prestidigitation, Read Magic. 1st -- Magic Missile, Shield, Sleep.
CR: 8
Alignment: Neutral Evil
Possessions: 2,500 gp in gear
Languages Spoken: Common, Elven, Sylvan.

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