Thrice Damned by ChipDancer
Large Undead
Hit Dice: 9d12 (89 hp)
Initiative: +7 (+3 Dex,+4 Improved Initiative)
Speed: 30ft.
AC: 19 ( -1 size , +3 Dex , +7 natural )
Attacks: 2 claw +6 melee,bite +6 melee,gore +6 melee
Damage: claw 1d8+7,bite 2d6+3,gore 3d4+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: breath weapon, fear, poison
Special Qualities: protective aura, sunlight vunerability, turn resistance
Saves: Fort 0, Ref +3, Will +4
Abilities: Str 24, Dex 17, Con 0, Int 13, Wis 15, Chr 8
Skills: Hide + 13,Listen + 7,Move Silently + 21,Spot + 8
Feats: Improved Initiative,Multiattack

Environment: Any land
Organization: Solitary
Challenge Rating: 7
Treasure: Double Standard
Alignment: Always Chaotic Evil
Advancement: 2 HD (Large); 3 HD (Huge)


In the times past the great necromancers of the ancient empire sought to protect their valuable libraries and other domains of interest. They did this by taking a willing follower and through vile dark magics transformed a loyal follower into one of the undead; the Thrice Damned. Damned for being willing, damned for being forsaken, and damned for enjoying it.

The few records of adventurers who have survived encounters with these creatures discribe them as evil cunning humanoind creatures with glowing red eyes and a passion for guarding a single domain in the name of their masters. They are large sized creatures usually dressed in robes of some sort and may even possess a simple items and adorments from their previous life before undeath. They are capable of speach and speak any languages that they spoke in life.

Creature like this voluntarily gave up their lives to become what they are and are fanatical about carrying out their eternity of guardianship and can never be reasoned with.

It is possible to converse with them, but ultimately futile since they will undoubtably attempt to catch you off guard and kill you. They also enjoy the succulant taste of man flesh.

Combat
The Thrice Damned is an intelligent hunter of it's lair. Having been created to guard a specific location it never tires and rarely leaves unless to pursue those who have desicrated it's place of guardianship.

The Creature enjoys the hunt and is quite capable of utilizing any items or equipment it's previous prey might have had on them in the defense of it's lair.

The creature likes to surprise and ambush it's victims with it's breath weapon and then either close or fade out to strike again later.

In forced melee combat the creature attempts to rend it's opponents with it's powerful claws and poison them with it's bite. A successful attack with both claws results in a gore as the victim is swept up against the bone spikes that outling the creatures body. Likewise, anyone charging the creature recieves gore damage as well.

Anyone bitten or gored must save verse the poison.

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.

Breath Weapon (Su): The Thrice Damned can breath a poisonous cloud of poison once every 5 minutes that overs a 10' radius all around it, centered on itself. Those caught in the gas cloud must make a save verse FORT, DC 15, or immediately permanently lose 1d6 CON and another save 2 minutes later verse FORT DC 12 or lose another 1d4 CON. The cloud takes 1 minute to safely dissipate; this can be hastened by use of magical wind like spells or effects.

Fear (Su): As per the Fear spell with a Will save verse a DC of 18. The wailing woman can use this attack only once every encounter.

Posion Bite and Gore (Su): A successful bite or gore forces the target to make a save verse FORT DC 18 or be paralized for 1d6+2 minutes.

Protective Aura (Su): The Trice Damned has a permanent protection from good cast upon it granting it all the benefits as per the spell.

Vulnerability to Sunlight: If exposed to sunlight the wailing Trice Damned suffers 1d6 points of damage per turn in the presence of the light.

Turn Resistance: The creature is treated as if it was a 11HD creature for purposes of trying to Turm, Rebuke, Command, or Bolster.

Society
Undead have no society.

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

 



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