Harrowed (D20 Modern Template)
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Harrowed is a template that can be applied to an ordinary human.
When a human dies in the presence of ghost stone, a horrible and incredible metamorphosis occurs. The body quickly dissolves into dust which, upon closer examination, is found to be finely powdered ghost stone. One week after this transformation, regardless of the location of the dust, even if it is dispersed, a harrowed rises at the spot where the hero fell. This harrowed is an emaciated version of the fallen, with pale skin, sharpened teeth, and glittering, blue eyes. Their muscles bulge under their over-thin skin, giving them a distinct appearance. Some harrowed have peeling skin, or no skin at all, and some look almost human, until the scamper up a wall or leap over your head, but they are as varied as normal humans.
Many scholars debate over the exact creation of the harrowed. It noted that only people of great influence or potential are turned into harrowed. The exact reason for this is unknown, but most harrowed become famous or infamous for their actions.
- Hit Dice minimum: 4
- Special: Must have died in the presence of Ghost Stone
- Type: Humanoid, or monstrous humanoid
It uses all the base creature’s statistics and special abilities except when noted below.
Harrowed have the traits and immunities common to undead, and have the type undead.
Change to d12. Harrowed have no Constitution score.
Same as the base creature.
The base creature’s natural armor improves by +4.
A Harrowed gains a bite attack, dealing damage proportional to their size: Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium-size 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.
A Harrowed retains all the special qualities of the base creature and gains the additional special qualities described below.
Blood Drain (Ex): A Harrowed can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of temporary Constitution damage each round the pin is maintained.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a Harrowed’s energy drain attack rises as a harrowed loyal to itself.
Energy Drain (Su): A living creature hit by a Harrowed’s bite attack gains one negative level. See page 226 for more information on energy drain and negative levels. A creature killed by a Harrowed’s energy drain attack rises as a Harrowed.
Damage Reduction 15/+1 (Su): In campaigns without magic weapons, the GM can disregard the Harrowed’s damage reduction, change it to 15/Ghost Stone or 15/silver, or apply the damage reduction only to certain types of weapons (ballistic, bludgeoning, piercing, slashing, or sonic/concussion).
Fast Healing 5 (Ex): A Harrowed heals 5 points of damage each round so long as it has at least 1 hit point.
Cold Resistance 10 (Ex): A Harrowed ignores the first 20 points of cold damage from any cold-based attack.
Electricity Resistance 10 (Ex): A Harrowed ignores the first 20 points of electricity damage from any electricity-based attack.
Spider Climb (Ex): A Harrowed can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): A Harrowed has +4 turn resistance.
Darkvision (Ex): Harrowed have darkvision with a range of 60 feet.
Weaknesses (Ex): A Harrowed has several weaknesses, described below. A Harrowed can have fewer weaknesses, but each lost weakness costs a Harrowed one of its other special qualities. For example, a Harrowed that is immune to the effects of sunlight might not have turn resistance.
Direct Sunlight: The merest sliver of sunlight deals 2d6 points of damage to a Harrowed. A Harrowed exposed to direct sunlight for 1 full round must succeed on a Fortitude save (DC 20) or be consumed by fire and destroyed utterly.
Holy Symbol: A Harrowed takes a –2 penalty on melee attack rolls against a creature prominently wearing or brandishing a holy symbol. The symbol’s touch deals 1d4 points of holy damage to a Harrowed, and a Harrowed reduced to 0 hit points in this fashion is destroyed utterly. This holy damage can be healed only by inflict spells.
Ghost Stone: A Harrowed in the presence of Ghost stone is always fatigued and takes 3d8 damage. Weapons crafted from Ghost Stone
Wooden Stake: Wooden weapons that deal piercing damage (such as wooden stakes, arrows, pool cues, spear shafts, and table legs) threaten a critical hit against a harrowed on a natural 20 (unless noted otherwise), even though Harrowed are normally immune to critical hits. A successful critical hit destroys a Harrowed instantly, turning it to dust.
Previous allegiances remain the same.
Harrowed gain the following ability score increases: Dex +4, Cha +4. As undead creatures, Harrowed have no Constitution score.
Same as the base creature (human Harrowed retain the extra skill points afforded to all humans). Harrowed receive a +2 species bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Same as the base creature +1.
By character class.