Dead Gentleman (3.5e Creature)

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The Gentleman[edit]

Size/Type: Medium Outsider (Evil, Undead)
Hit Dice: 43d12 + 2666 (2549 hp)
Initiative: +50
Speed: 35 ft. (7 Squares)
Armor Class: 93 (10 natural, 51 deflection, 10 Dex), touch 83, flat-footed 83
Base Attack/Grapple: +43/{{{grapple}}}
Attack: staff +53 melee (1d6 + 10/19-20/x3) or +5 unholy power icy blast rope dart +53 ranged (1d8 + 10 + 3d6 + 3d6 vs. good)
Full Attack: staff +53/+48/+43/+38 melee (1d6 + 10/19-20/x3) or +5 unholy power icy blast rope dart +53/+48/+43/+38 ranged (1d8 + 10 + 3d6 + 3d6 vs. good)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like Abilities
Special Qualities: Lifesense 130 ft., Rebuke Undead(CL 25), Immortality, Malific Properties: Anathemic Secrecy, Impervious to the Divine, King of Undead
Saves: Fort 65, Ref 42, Will 65
Abilities: Str 30, Dex 30, Con -, Int 38, Wis 36, Cha 40
Skills: Knowledge (all) +50, Survival +30, Diplomacy +70, Stealth +60, Listen +39, Spot +38
Feats: Undead Mastery, Zone of Animation, Negotiator, Polyglot, Leadership (31000 Gray Walkers), Epic Leadership, Legendary Commander, Whirlwind Defense
Environment: Anywhere not sunny.
Organization: The Gentleman +2d20 Zombies +2d20 Skeletons
Challenge Rating: 43
Treasure: Top hat and suit with tails(90 gp), a staff with a skull head that pops off to reveal a Rope Dart that has Deeper Darkness cast on it, and 5d6 gp.
Alignment: NE
Level Adjustment:

Malefic Properties

Anathemic Secrecy: The Dead Gentleman is immune to all Divination effects.

Impervious to the Divine: The Dead Gentleman has immunity to all Divine Spells.

King of Undead:All creatures that die within 1000 miles of The Dead Gentleman rise as zombies. All existing undead creatures must make a DC 60 Will Save or become his slaves.

Spell-Like Abilities: At Will—Upheaval 3/day—Total Eclipse, True Creation(The cloud that ensued from the Great Dying(5000000 cubic miles 40% ash, 29.99% SO2, 29.99% CO2 .02% other gasses) only.

Immortality:The Dead Gentleman reincarnates daily, so that if you kill him he reappears the next day ready to kill you. The only way to kill him is trap him in the sunlight, keeping him there for 2 rounds. It must be light from a nuclear reaction so Megaton will do, as will simply grappling him and casting this spell with Earth as a destination, and sticking him in a fission reactor.

You first see a scamper of movement, then you see a skeletal figure in a white top hat and tails come into the torchlight, carrying a cane. He gestures to the side. The next thing you know, Lirianne and Amiri fall to the floor, and Sajan rips the arm of a zombie. "You were expecting a Lich, maybe," says the skeletal creature.

Strategies and Tactics[edit]

The Gentleman typically has his minions handle his enemies. If he must fight, he stands back, targeting arcane spellcasters first.


The Gentleman is a unique creature. He is found in most planes from time to time, as long as The Sun is not strong at that time. Typical Physical Characteristics: Tall, wearing a White Top hat and a suit with tails most of the time. Generally resembles some sort of dead humanoid walking.


Knowledge (History) DC 50 The Gentleman is a sworn enemy of the Explorer's society. All his unlife,he has stopped at nothing to get a soul. Knowledge (History) DC 55 The Gentleman reincarnates every day, but burns in sunlight. DC 60 The Gentleman is not Undead. Rather, he is a outsider like Orcus, except his race is unique. If he had a race, they are long gone from the Great Wheel. DC 65 The Gentleman comes from the space between planes, remaining there until the first explorer Theomithillus came through a gate to a plane of cowfolk, and unwittingly freed The Gentleman.


A Zeppelin armed with 50 rows of cannons. It is crewed by 150 zombies.


Unquiet Dead:


Strange sounds come from graveyards. At night, 1 or 2 zombies walk about, and gravekeepers keep disappearing.


The air is infested with Gray Rot. Everyone must make a DC 12 fortitude save, or contract Ghoul Fever every hour spent not underground


Gray Rot spores now cover the planet. Powerful undead now walk the streets, killing all who get too close. All light is reduced by one step as long as this persists. Only the Underdark offers protection from the Gray Rot, and the DC is raised to 15


Now, the Gray Rot chokes the air, and the DC is raised to DC 25 for anywhere but the Underdark, where it is DC 12.

Gray Walker[edit]

Gray Walker

CR —

ne m humanoid(half-undead, Human)
Init/Senses +3/Listen +1, Spot +1
AC +15, touch 13, flat-footed 12
hp 5 (1 HD)
Fort/Ref/Will +2/+5/+1
Speed 30 ft.
Melee dagger +2 (1d4 + 3)
Base Atk/Grp +0/+2
Abilities Str 15, Dex 17, Con 14, Int 10, Wis 12, Cha 8

+14 stealth, +14 sleight of hand, +13 climb, +13 escape artist, +7 disable device feats: Weapon Focus(dagger), Bloodletting (3.5e Feat), Weapon Finesse, Traplover

Tactics Gray Walkers swarm the enemy with no regard for their own safety.

Gear 15 gp

2 daggers

leather armor

{{3.5e Creatures CR41 or more }}

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