The Royal Emberguard (3.5e Creature)

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The Royal Emberguard[edit]

The Royal Emberguard

CR 17

Same as controlling spirit (always evil). Huge Construct, Daemon, Undead
Init/Senses +1/Listen +31, Spot +31
AC 32 (-2 size, +1 Dex, +18 natural, +5 enhancement), touch 9, flat-footed 31
hp 210 (14d12+112 HD)
Immune Cold, electricity, poison, polymorph, and Turning
Fort/Ref/Will +17/+10/+15
Speed 50ft
Melee Great Sword +20 melee (4d8+7, 19-20/×2)
Space/Reach 5 ft./15 ft
Base Atk/Grp +14/+29
Abilities Str 29, Dex 13, Con -, Int 0 or as controlling spirit, Wis 1 or as controlling spirit (with a +2), Cha 1 or as controlling spirit (with a +2)
SQ Damage reduction 15/+1, darkvision 60 ft., Fear Aura, resistance to acid 10 and fire 10, Smite, spell resistance 22, Summon Mount, telepathy 100 ft., true seeing
Feats As controlling spirit
Skills As controlling spirit
Advancement
Smite (Su) Three times per day The Royal Emberguard can coat daemonic flames around its blade, for 1d4 rounds the Great Sword deals +2d8+5 necrotic damage for 1d6+2 rounds. It can also expend the smite duration early as a free action.
Abyssal Blast (Su) Once per day, The Royal Emberguard can unleash a blast of eldritch fire. The blast fills a 20-foot-radius spread anywhere within a range of 400 feet. The blast deals 14d6 points of damage. Half of the damage is fire damage, but the rest results directly from divine power and is therefore not subject to being reduced by protection from elements (fire), fire shield (chill shield), or similar magic. A DC 19 Reflex save reduces the damage by half.
Fear Aura (Su) The Royal Emberguard is shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD within 15 feet of a death knight must succeed at a DC 19 Will save or be affected as though by a fear spell cast by a sorcerer of the death knight’s level.
Spell-Like Abilities At will—call lightning (DC 18), feeblemind (DC 20), greater dispel magic, slow (DC 18), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 23). Caster level 12th. The save DCs are Charisma-based.
Summon Demon (Sp) Twice per day The Royal Emberguard can attempt to summon 1d4 vrocks, 1d4 hezrous, or one glabrezu with a 50% chance of success, or one nalfeshnee with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
Summon Mount (Su) The Royal Emberguard has the ability to summon a mount, typically a nightmare, though it may be of any other species normally used as a mount. The mount may have no more Hit Dice than half the death knight’s levels. If the mount is lost or killed, the death knight may summon another one after a day.

Strategies and Tactics[edit]

Sample Encounters[edit]

Ecology[edit]

Environment:

Typical Physical Characteristics: They appear as a larger and bulkier version of the Royal Incinerator, it stands 25 feet tall and weights 350 pounds Alignment:

Lore[edit]

The prototype to a much grander creation. It is made by binding a nalfeshnee to a suit of armor and then putting a strong-willed humanoid inside the suit. Once this is done the body rots and withers into a husk and its soul battles the nalfeshnee for control over the armor. In the event that the controlling spirit wins all spells and intellect is maintained and they can act upon their free will. This creates a twisted version of a Death Knight that is distantly daemonic and due to this daemonic nature if it is slain the controlling spirit is consumed by the nalfeshnee, which is freed from the armor and proceeds to flee back into the Abbyss. An unknown number of these suits were made but the ritual to place a controlling spirit within is known by the cult of the Silent King.

For Player Characters[edit]

If they are unlucky enough to be placed within the armor they is no way out, one must fight.

Creatures With Class Levels[edit]

They retain the class levels of the controlling spirit


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