Deathless (3.5e Template)
From D&D Wiki
- 1 Deathless
- 1.1 Creating a Deathless
- 1.2 Example of a Deathless Creature: Deathless Ghast
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Deathless can be the product of a deity's personal intervention or magics, or they can be created at the behest of the most powerful of mortals through supreme feats and rituals of divine magics. Occasionally, deathless are created spontaneously over time in places where gods had touched the plane at earlier times and where their residual auras are strong. Deathless, whether or not they are mindless, are the purest sense of morbid personification. The singular purpose for which they are sustained even after natural death empowers their forms, making them stronger and tougher. Deathless are especially difficult to turn.
Creating a Deathless
The deathless template can be added to any corporeal undead creature. It can be either inherited (in the case of undead creation) or acquired (when existing undead are bestowed this template through powerful divine magic).
Size and Type
Same as base creature, although undead that can take single actions only regain or retain their ability to take full actions instead.
A deathless' base attack bonus is equal to its HD.
A deathless retains all its natural and manufactured weapon proficiencies.
A deathless gains spell resistance equal to its CR + 10. It also gains damage reduction 5/magic. If it already has one or both of these things, it uses the better value. Lastly, a deathless gains a turn resistance of half its spell resistance, rounded down, which stacks with any turn resistance the base creature might already possess.
A deathless gains Improved Natural Attack with the base creature's primary natural weapon.
Add 1 + ⅓ * HD to the base creature's CR (round down), to a maximum increment of 6.
Same as base creature.
Same as base creature.
|Size/Type:||Medium Undead (Deathless)|
|Hit Dice:||4d12+23 (49 hp)|
|Speed:||30 ft. (6 squares)|
|Armor Class:||18 (+4 Dex, +4 natural), touch 14, flat-footed 14|
|Attack:||Bite +9 melee (2d6+5 plus paralysis)|
|Full Attack:||Bite +9 melee (2d6+5 plus paralysis) and 2 claws +7 melee (1d4+2 plus paralysis)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Ghoul fever, paralyis, stench|
|Special Qualities:||Damage reduction 5/magic, darkvision 60 ft., undead traits, spell resistance 15, +9 turn resistance|
|Saves:||Fort +1, Ref +5, Will +6|
|Abilities:||Str 21, Dex 19, Con —, Int 15, Wis 14, Cha 20|
|Skills:||Balance +8, Climb +11, Hide +9, Jump +11, Move Silently +9, Spot +8|
|Feats:||Improved Natural Attack (bite), Multiattack, Toughness|
|Organization:||Solitary, gang (2-4), or pack (2-4 plus 7-12 ghouls)|
|Alignment:||Always chaotic evil|
|Advancement:||5-8 HD (Medium)|
Paralysis (Ex): Those hit by a ghast’s bite or claw attack must succeed on a DC 17 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.
Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 17 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.