Knight of Sarros by Robert Hamilton
Medium-size Undead
Hit Dice: 5d12+3 (35 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft.,burrow 15 ft.,climb 40 ft.,fly 105 ft.,(per
AC: 18 (+3 Dex, +5 natural)
Attacks: Great Battleaxe of Sarros +8 melee
Damage: Great Battleaxe of Sarros+3 2d12+1d6 fire damage+1d6 cold damage+1d6 electrical damage+6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Fear, frightful presence
Special Qualities: Find target, spell resistance, tremorsense, turn resistance
Saves: Fort +3, Ref +4, Will +8
Abilities: Str 22, Dex 16, Con 0, Int 17, Wis 19, Cha 20
Skills: Intimidate +35, Listen +14, Move Silently +13, Spot +13
Feats: Armor (Heavy),Great Fortitude,Power Attack,Toughness,Track

Environment: Any land,aquatic
Organization: Solitary, Pair, Company (2-5), Company (5-20), Company (20-40), Company (40-60), or Company (60+)
Challenge Rating: 10
Treasure: Double Standard
Alignment: Usually neutral
Advancement: 6-10 HD (Medium-size); 11-15 HD (Large)

Undead knight that takes his job VERY seriously.

These undead knights were first created on the continent of Sarros as guardians to the undead king which has ruled there for the past ten-thousand years. Somehow they have since managed to leave the continent and have begun to conquer the lands they reach. Many people believe that they could be the key to a world of undead.

These creatures immedeatly know what things their advarsaries love to do in combat, thus they work their strategy around that. They love to stalk unsuspecting prey for long periods of time ( possibly years) learning their little quirks. They also love to use their many forms of movement to their advantage, namely burrowing and flying.

Undead are immune to mind influencing effects and to poison, sleep, paralysis, stunning, disease, death effects, and necromatic effects. They are ignore mind influencing effects. They are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. They are immune to anything that requires a Fortitude save (unless it also workd on objects). Undead Spellcasters use their Charisma for Concentration checks. They are not at risk from death from massive damage, but when they are reduced to 0 hit points they are destroyed. Most undead have darkvision with a range of 60 feet. Undead can not be raised. If they lose their sword they immediatly flee at double sped by flying and return in a few days with another.

These knights will work very well together in order to bring down foes. They should not be toyed with.

This creature has been play tested.
This is not a kender type creature.


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