Sol Hunter (3.5e Creature)

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Sol Hunter[edit]

Sol Hunter
Size/Type: Medium Deathless
Hit Dice: 10d12 (78 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 25 (+5 Dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple: +7/+9
Attack: 2 Claws +12 melee (1d8+12)
Full Attack: 2 Claws +12 melee (1d8+12)
Space/Reach: 5 ft./5 ft.
Special Attacks: sunbeam, Create Spawn
Special Qualities: Darkvision 60 ft., Deathless Traits
Saves: Fort +5, Ref +8, Will +9
Abilities: Str 15, Dex 20, Con —, Int 3, Wis 12, Cha 10
Skills: Balance +9, Climb +6, Jump +6, Hide +15, Listen +8, Move Silently +15, Spot +8
Feats: Weapon Finese
Environment: Any
Organization: Solitary, gang (2–4), or mob (5-10 plus Sol Warden)
Challenge Rating: 8
Treasure: None
Alignment: Always Neutral
Advancement: 15–21 HD (Medium); 22–28 HD (Large)
Level Adjustment:


Sol hunters are deathless commonly used by sol wardens as soldiers against the undead. They carry animalistic intelligence but are loyal to their masters and favour light armour. They prefer quick, stealthy attacks but are very capable of holding their own ground when attacking their enemy head on.

Combat[edit]

Sunbeam (Su): Sol hunters have the ability to cast sunbeam twice per day.

Create Spawn (Su): Creatures killed by a sol hunter's sunbeam rise after 1d4 days as Sol crawler under the sol hunter's control or the master of the sol hunter's control. They do not possess any of the abilities they had in life.

To create a sol hunter[edit]

To create a sol hunter a corpse must be acquired, a sol warden must be present and also the caster performing the ritual. The caster and the sol warden can be the same person and the sol warden must be present because once the ritual is completed the sol hunters they will forever be loyal servants to the sol warden. The ritual must be taken at noon, in a area where the sun shines and whatever terrain it is on won't matter as long as the corpse isn't being damaged and the caster can stay focused. Two white onyxs (not counting the ones required to cast the spells), worth 50gp each must be placed in the mouth and chest. Then the following spells must be casted:

Afterwards, an hour must have passed before casting the last spell:

Once the last spell is casted then the ritual is complete and the corpse will rise as a sol hunter, losing all their skills in their former life and gaining new ones to replace them.


Back to Main Page3.5e HomebrewCampaign SettingsBlades Of Keran Campaign Setting

Back to Main Page3.5e HomebrewCreaturesCR 8

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