Mournknight (3.5e Template)
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A mournknight is an undead warrior, usually a fighter or barbarian but sometimes other warrior classes become mournknights, and rarely a spellcasting class becomes a mournknight, on the day of the mourning. Sometimes someone that goes to explore the mournland dies and awakens as a mournknight, although this is rare.
As a rule, these creatures are angry, and some say insane. They hunger to die, but won't from their unwavering will to live to protect their lost land. Because of this they are also one of the biggest threats to the lord of blades, thinking of him as an intruder in their blasted homeland.
A mournknight is a blasted corpse that is still barely together, even if they are still as solid as they were in life. Their eyes glow a bright green and their mouth gives off a soft green glow. Mournknights will commonly team up with mournmares if they find they have the same goal.
Mournknights speak Common plus any other languages they knew in life.
 Sample Mournknight
This blasted creature wears the blasted armor of a mighty knight of cyre. An angry green light dance in its eyes, and a sad green glow comes from its mouth.
This example uses a 5th-level human fighter as the character.
 Mournknight, 5th-level Human Fighter
|Mournknight, 5th-level Human Fighter|
|Hit Dice:||5d12+20 (86 hp)|
|Initiative:||+5 (+1 Dex, +4 Improved Initiative)|
|Speed:||20 ft. (4 squares)|
|Armor Class:||22 (+1 Dex, +3 natural, +6 splint mail, +2 heavy steel shield), touch 11, flat-footed 21|
|Attack:||Longsword +13 melee (1d8+7/19-20 + 1d6+5)|
|Full Attack:||Longsword +13/+8 melee (1d8+7/19-20 + 1d6+5)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Draining Aura, mournblast|
|Special Qualities:||Damage reduction 10/silver, resistance to cold 5, resistance to fire 5, resistance to sonic 5, unholy toughness|
|Saves:||Fort +6, Ref +2, Will +0|
|Abilities:||Str 21, Dex 13, Con —, Int 10, Wis 9, Cha 18|
|Skills:||Climb +11, Jump +11|
|Feats:||Improved Disarm, Improved Grapple, Improved Initiative, Quick Draw, Weapon Focus (Longsword), Weapon Specialization (Longsword)|
|Environment:||Temperate plains (Mournland)|
|Advancement:||By character class|
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Draining Aura (Su): For each round that a living creature is within thirty feet of a mournknight, it must make a Fortitude save, DC 16 negates, or take two points of temporary Constitution damage while the mournknight gains temporary hitpoints equal to its HD. These temporary hitpoints disappear after 24 hours.
Mournblast (Su): 90-foot line, once per round, 6 times per day, damage 5d6, Reflex DC 15 half. The save DC is Charisma based.
 Creating A Mournknight
“Mournknight” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature), so long as it has at least 5 class levels.
A mournknight has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: All the character’s Hit Dice (current and future) become d12s. Remove all hit points due to Constitution. Add hit points due to unholy toughness (described below).
Speed: Same as the base creature.
AC: The mournknight has a +3 natural armor, or the base creature’s natural armor, whichever is better. Mournknights usually wear heavy armor.
Attacks: Same as the base creature (See below) +3 Basic Attack Bonus.
Special Attacks: A mournknight retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + ½ mournknight’s HD + mournknights Cha modifier unless otherwise noted.
Chilling Strike (Su): Any weapon that the mournknight wields delivers negative energy damage similar to inflict light wounds.
|1-3||+1d6 + Level|
|4-10||+2d6 + Level|
|11+||+3d6 + Level|
"Wail of the Banshee (Su):" The Mournknight emits an unworldly scream capable of killing all who hear it. It has a range of 40 and does not allow for will saves. Spell resistance can work. One person per level caught within its range may die.
Draining Aura (Su): For each round that a living creature is within thirty feet of a mournknight, it must make a Fortitude save, DC equal to 10 + ½ HD + Cha modifier, save negates, or take two points of temporary Constitution damage. For each missed save, the mournknight gains temporary hit points equal to its HD. These temporary hit points disappear after 24 hours.
Mournblast (Su): The mournknight gains the ability to channel his pain to into a blast of negative energy. This blast is a line of cold, black energy, this line has a range of 30 feet x the creatures Cha modifier (at least 30 ft.). Everyone in the line of effect takes 1d6 points of damage per HD of the mournknight. This ability can be used once a round and a number of times equal to 3 + the mournknights Cha modifier. A creature can make a Reflex save for half damage.
Special Qualities: A mournknight retains all the base creature’s special qualities and gains those described below.
Energy Resistance (Ex): The mournknight gains energy resistance according to its hit die:
1-3 5 6-10 10 11+ 15
Damage Reduction (Su): A mournknight’s undead body is tough, giving the creature damage reduction according to the table below. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
HD Damage Reduction 1-3 5/silver 6-10 10/silver 11+ 15/silver and magic
Unholy Toughness (Ex): A mournknight gains a bonus to its hit points equal to its Charisma modifier X its Hit Dice.
Abilities: Increase from the base creature as follows Str +6 and Cha +6. Being undead, a mournknight has no Constitution score.
Climate/Terrain: As the base creature (The Mournland).
Organization: As the base creature.
Challenge Rating: Same as the base creature +3.
Alignment: Any evil.
Advancement: By character class.
Level Adjustment: +4