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Dead
Life
By Gwendolyn
F.M. Kestrel

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"Death
ends all troubles."
-- Elven Adage
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"Death's
a good beginning."
-- Deskryn, Vampire
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"Death
begins all troubles."
-- Reverend Mother, Ghost Hunter
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Where
the undead walk, the living tremble. As fearsome and intimidating as undead
are on their own, the proper accoutrements can make them even more terrifying
opponents. Here is a new feat, prestige class, and magic items focused
on the dead.
Feats
Undead Leadership
Undead
naturally follow your wishes, and you have worked at attracting a cohort
and undead minions.
Prerequisites:
Undead type, Int 1 or higher, 6 HD.
Benefit: Much
like the standard Leadership feat, Undead Leadership enables the character
to attract loyal and devoted followers. Use Table 2-25: Leadership in
the Dungeon Master's Guide for the cohort level and the
number of followers by level. Instead of attracting commoners, experts,
or warriors, Undead Leadership attracts skeletons and zombies (see below).
The Hit Dice of these followers do not count against the number of Hit
Dice under control for purposes of animate dead spells, rebuking,
and so on.
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Leadership
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Undead
Leadership
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1st-level
follower
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Medium-size*
skeleton
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2nd-level
follower
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Medium-size*
zombie
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3rd-level
follower
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Large*
skeleton
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4th-level
follower
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Large*
zombie
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5th-level
follower
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Huge*
skeleton
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6th-level
follower
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Huge*
zombie
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* The character with
Undead Leadership can always choose smaller skeletons or zombies. For
instance, instead of a 3rd-level follower, the character chooses from
a Tiny, Small, Medium-size, or Large skeleton or a Tiny, Small, or Medium-size
zombie.
Undead Leadership
Score: If you have an effective character level (ECL) adjustment for
the undead leader, use it plus any character levels plus any Charisma
modifier. Alternatively, use the character's total Hit Dice plus any Charisma
modifier. Use Table 2-26 in Dungeon Master's Guide, but
omit the following modifiers: fairness and generosity; aloofness; cruelty;
has a familiar/paladin's warhorse/animal companion; caused the death of
other followers; and caused the death of a cohort. Add a +2 modifier if
the character can cast animate dead, create undead, or create
greater undead or can create undead spawn through a supernatural ability.
Cohort Level:
The character can attract an intelligent undead cohort of up to the level
given in Table 2-25. Undead tend to have many special qualities and attacks.
These abilities make them much more powerful as cohorts than just their
Challenge Rating or Hit Dice. The table below shows some examples of special
undead cohorts with appropriate level equivalents for sustained play as
a player character's undead cohort. If a Dungeon Master (DM) wishes to
create an exotic cohort for a nonplayer character (NPC), she may wish
to simply use its Challenge Rating or its Hit Dice, whichever is greater,
as the level equivalent. Of course, adding class levels makes these creatures
even more interesting. For instance, consider a wight monk or a vampire
rogue assassin. Each character level increases the level equivalent by
one. DMs need to carefully assess the viability of any potential cohort
lest they prove too weak or too strong for their particular campaigns.
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Creature
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Level
Equivalent
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Wight
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4
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Ghoul
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5
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Ghost
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5
+ character level
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Vampire
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5
+ character level
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Ghast
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7
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Shadow
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10
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Mummy
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11
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Lich
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4
+ character level (minimum 11th level cleric, sorcerer, or wizard)
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Prestige
Class
Lady/Lord of the
Dead
A lady/lord
of the dead commands large numbers of nonliving creatures.
Undead
spellcasters, such as liches, often become a lady/lord of the dead, but
the class is attractive to all unliving, intelligent undead because of
the enhanced turn resistance. Many undead necromancers augment their powers
with this prestige class.
Nonplayer
character ladies/lords of the dead often build strongholds that become
centers of evil power. They frequently make undead minions out of those
that oppose their rule. Unlike living armies, the forces of a lady/lord
of the dead may grow in the aftermath of battles, swelling with the dead
and defeated of both sides.
Hit Die: d12.
Requirements
To qualify
to become a lady/lord of the dead, a character must fulfill the following
criteria.
Race: Any undead.
Alignment:
Any nongood.
Feats:
Iron Will, Undead Leadership.
Class Skills
The lady/lord
of the undead's class skills (and the key ability for each skill) are
Alchemy (Int; Trained Only), Concentration (Con), Craft (any) (Int), Diplomacy
(Cha), Intimidate (Cha), Knowledge (any) (Int), Listen (Wis), Profession
(any) (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis).
Skill Points at
Each Level: 2 + Int modifier.
Class Features
All the
following are class features of the lady/lord of the dead prestige class.
Turn Resistance
(Ex): At each level, a lady/lord of the dead's turn resistance increases
by +1. This stacks with any inherent turn resistance. This is in addition
to the benefit gained from adding a Hit Die.
Spellcasting:
A lady/lord of the dead continues training in magic. Thus, when a new
lady/lord of the dead level is gained, the character gains new spells
known and spells per day as if it had also gained a level in a spellcasting
class it belonged to before it added the prestige class. It does not,
however, gain any other benefit a character of that class would have gained
(improved chance of turning or rebuking undead, metamagic or item creation
feats, and so on). This essentially means that it adds the level of lady/lord
of the dead to the level of some other spellcasting class the character
has, then determines spells per day, spells known, and caster level accordingly.
Bolstering Aura
(Su): At 2nd level and every level thereafter, a lady/lord of the
dead strengthens nearby undead. Undead allies within 30 feet of the lady/lord
of the dead gain an additional +1 turn resistance. This bonus stacks with
all other turn resistance.
Animate Dead
(Sp): At 4th level, a lady/lord of the dead can cast animate dead
once per day.
Unholy Aura
(Sp): At 5th level, a lady/lord of the dead can cast unholy aura
once per day.
| Lady/Lord
of the Dead |
Class
Level |
Base
Attack
Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
Spellcasting |
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1st
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+0
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+0
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+0
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+2
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Turn resistance
+1 |
+1 level
of existing class |
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2nd
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+1
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+0
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+0
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+3
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Turn resistance
+2, bolstering aura +1 |
+1 level
of existing class |
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3rd
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+2
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+1
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+1
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+3
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Turn resistance
+3, bolstering aura +2 |
+1 level
of existing class |
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4th
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+3
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+1
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+1
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+4
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Turn resistance
+4, bolstering aura +3, animate dead |
+1 level
of existing class |
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5th
|
+3
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+1
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+1
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+4
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Turn resistance
+5, bolstering aura +4, unholy aura |
+1 level
of existing class |
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Rings
Desecration,
Lesser: The ring of lesser desecration is a silver band that
seems plain at first glance, but when a viewer peers closely at it, the
viewer can see a faint decorative etching of writhing tentacles or other
things that disgust or terrify the viewer (if good) or thrill the viewer
(if evil). Three times per day, the wearer can speak a command word to
imbue an area with a desecrate spell (duration is 6 hours).
Caster Level:
3rd; Prerequisites: Forge Ring, unholy aura; Market Price:
4,395 gp; Weight: --.
Desecration, Greater:
The ring of greater desecration is a platinum band that
appears simple at first glance, but when a viewer peers closely at it,
the viewer can see a faint decorative etching of writhing tentacles or
other things that disgust or terrify the viewer (if good) or thrill the
viewer (if evil). The wearer is continually at the center of the effect
of a desecrate spell.
Caster Level:
3rd; Prerequisites: Forge Ring, unholy aura; Market Price:
24,025 gp; Weight: --.
Unholy Aura,
Lesser: The ring of lesser unholy aura is a smooth bone ring
that possesses a strange, faint yellow-green iridescent patina. Once per
day, the wearer can speak a command word to benefit from an unholy
aura spell for 15 rounds.
Caster Level:
15th; Prerequisites: Forge Ring, unholy aura; Market
Price: 43,250 gp; Weight: --.
Unholy Aura,
Greater: The ring of greater unholy aura is a smooth bone ring
that possesses an unusual, faint brown-green iridescent patina. The wearer
is continually under the effect of an unholy aura spell.
Caster Level:
15th; Prerequisites: Forge Ring, unholy aura; Market
Price: 240,050 gp; Weight: --.
Wondrous
Items
Bagpipes
of the Damned: When played, these bagpipes help bolster undead. The
piper makes a Perform (bagpipes) check (DC 15) each round. If successful,
opponents attempting to turn undead suffer a -4 penalty on the turning
damage roll.
Caster Level:
10th; Prerequisites: Craft Wondrous Item, 10th-level cleric; Market
Price: 3,000 gp; Weight: 4 lbs.
Cloak of Turn Resistance:
The cloak of turn resistance is a tattered gray cloak that
seems to twitch in a breeze even if the air around it is perfectly still.
This unholy item bolsters undead, making them more difficult to turn.
It adds +4 turn resistance. This effect stacks with all turn resistance,
except that gained from other magic items.
Caster Level:
10th; Prerequisites: Craft Wondrous Item, 10th-level cleric; Market
Price: 11,000 gp; Weight: --.
Coffin
Hideaway: The clever coffin provides a safe haven for intelligent
undead. The coffin hideaway appears to be a finely crafted darkwood
coffin. If unoccupied, the coffin rests on the Material Plane. When occupied,
the coffin anything in it shifts to the Ethereal Plane. The occupant can
use a command word to return it to the Material Plane for 5 rounds. Climbing
into or getting out of the coffin (including opening or closing the lid)
is a move-equivalent action.
Caster Level:
9th; Prerequisites: Craft Wondrous Item, Leomund's secret chest;
Market Price: 5,000 gp; Weight: 75 lbs.
Drums of the Dead:
When played, this set of two crude drums can control undead. The drummer
makes a Perform (drums) check (DC 15) each round. If successful, allies
attempting to rebuke or command undead add a +4 bonus to the turning damage
roll.
Caster Level:
10th; Prerequisites: Craft Wondrous Item, 10th-level cleric; Market
Price: 3,000 gp; Weight: 10 lbs.
Glass Coffin:
A preservative coffin that pleases the eye, this transparent resting place
preserves the body within and gives an illusion of the body as being that
of a healthy individual without any signs of decomposition.
Caster Level:
3rd; Prerequisites: Craft Wondrous Item, gentle repose, silent
image; Market Price: 7,000 gp; Weight: 150 lbs.
Lyre of the Restful
Soul: When played, this lyre aids clerics attempting to turn and rebuke
undead. The lyrist makes a Perform (lyre) check (DC 15) each round. If
successful, allies attempting to turn undead add a +4 bonus to the turning
damage roll.
Caster Level:
10th; Prerequisites: Craft Wondrous Item, 10th-level cleric; Market
Price: 3,000 gp; Weight: 5 lbs.
Minions' Coffin:
Powerful undead or nongood clerics that like to travel with a hidden
entourage of lesser, corporeal undead favor stowing their underlings in
this magic item. The minions' coffin appears to be a typical coffin
for a Medium-size creature. Close examination shows that the coffin opens
into an extradimensional space that allows it to store far more than would
normally be possible. Up to 18 corporeal undead can be stored inside.
Once the owner has filled it, she can command the coffin to produce any
number of stored undead she wishes each round .
Only
mindless undead, such as skeletons and zombies, generally get stored in
a minions' coffin because once inside, the creature cannot release
itself. An intelligent undead may choose to try to force itself out. The
coffin has a hardness of 5 and 15 hp. Breaking out in this manner ruins
the magic of the coffin and all its contents are spilt into the Ethereal
Plane.
Caster Level:
9th; Prerequisites: Craft Wondrous Item, Leomund's secret chest;
Market Price: 2,500 gp; Weight: 150 lbs.
Robe of Bones:
This handy item functions much like a robe of useful items. It
appears to be an unremarkable robe, but a character who dons it notes
that it is adorned with small embroidered figures representing undead
creatures. Only the wearer of the robe can see the embroidery and recognize
them for the creatures they become, and detach them. One figure can be
detached each round. Detaching a figure causes it to become an actual
undead creature, as indicated below. The skeleton or zombie is not under
the control of the wearer of the robe, but it may be subsequently commanded,
rebuked, and so on. A newly created robe of bones always has two
embroidered figures of each of the following undead:
- Tiny skeleton
- Small skeleton
- Medium-size skeleton
- Tiny zombie
- Small zombie
- Medium-size zombie
Caster
Level: 5th; Prerequisites: Craft Wondrous Item, animate
dead; Market Price: 3,600 gp; Weight: 1 lb.
Shrouds of the
Holy: These shrouds appear to be ordinary funerary wrappings for dead
bodies. They are often decorated with symbols and icons representing the
dead rising. If a dead body is wrapped in the shroud, and the command
word spoken, the body will return to life. Wrapping a body takes 10 minutes.
The magic of the shrouds is useable only once, after which the wrapping
becomes ordinary, fine cloth.
Caster Level:
17th; Prerequisites: Craft Wondrous Item, raise dead, resurrection,
or true resurrection as appropriate; Market Price: 5,000
gp (raise dead), 9,600 gp (resurrection), or 20,300 gp (true
resurrection); Weight: 10 lbs.
Shrouds of the
Unholy: These shrouds, like shrouds of the holy, look like
ordinary funerary wrappings for dead bodies and are often decorated with
symbols and icons representing the dead rising. If a dead body is wrapped
in the shroud, and the command word spoken, the body will return as undead.
The type of undead it returns as is determined by the speaker of the command
word. The undead creature is not under anyone's control when it rises.
Wrapping a body takes 10 minutes. The magic of the shrouds is useable
only once, after which the wrapping becomes ordinary, fine cloth.
Caster Level:
20th; Prerequisites: Craft Wondrous Item, animate dead, create
undead, or create greater undead as appropriate; Market
Price: 1,550 gp (animate dead), 12,250 gp (create undead),
or 16,000 (create greater undead); Weight: 10 lbs.
Cursed
Magic Items
Final
Shrouds: These funerary garments are indistinguishable from shrouds
of the holy. Instead of returning the body within to life, it whisks
the body off to another plane and summons a barghest to immediately consume
it. The item destroys the body and prevents any form of raising or resurrection
that requires part of the corpse. A wish, miracle, or true
resurrection spell can restore a victim to life, but there is a 50%
chance that even such powerful magic will fail. While someone expecting
to return their companion to life might be desolated by the effect, an
assassin wishing to dispose of a dead body may find such burial wrappings
quite useful. The magic of the shrouds is useable only once, after which
the wrapping becomes ordinary, fine cloth.
Caster Level:
15th; Prerequisites: Craft Wondrous Item, plane shift, summon
monster VIII; Market Price: 16,500 gp; Weight: 10 lbs.
Shrouds of Disintegration:
These burial wrappings are indistinguishable from shrouds of the holy;
however, the body placed inside is turned to dust when the command word
is spoken. The magic of the shrouds is useable only once, after which
the wrapping becomes ordinary, fine cloth.
Caster Level:
11th; Prerequisites: Craft Wondrous Item, disintegrate;
Market Price: 6,600 gp; Weight: 10 lbs.

Alternate
Familiars
If a
DM wishes to give undead sorcerers and wizards greater scope for their
familiars, she may consider using one of the three following alternatives.
|
Familiar
|
Special
|
| Tiny
Monstrous Centipede |
Poisonous
bite |
| Wiggling
Maggot |
Master
adds +2 to turn resistance; master can have maggot become fly* |
| Giant
Fly** |
Master
gains a +2 bonus on Reflex saves |
*The
wiggling maggot's master can have the maggot transform into the giant
fly familiar as a full-round action. This transformation can happen only
once. The maggot thereafter will be a giant fly.
**See
below.
Giant
Fly
Tiny Vermin
Hit Dice: 1/4 d8 (1)
Initiative: +2
Speed: 15 ft., climb 15 ft., fly 30 ft. (poor)
AC: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Attacks: Bite +4 melee
Damage: Bite 1d3-5
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Qualities: Vermin traits
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 1, Dex 15, Con 10, Int --, Wis 10, Cha 2
Skills: Climb +14, Hide +14, Listen +2, Move Silently +5, Spot
+2
Feats: Weapon Finesse (bite) (B)
Climate/Terrain:
Any land and underground
Organization:
Solitary or swarm (8-16)
Challenge
Rating: 1/8
Treasure:
None
Alignment:
Always neutral
Wiggling
Maggot
Diminutive
Vermin
Hit Dice:
1/4 d8 (1)
Initiative:
+1
Speed:
5 ft., burrow 5 ft., climb 5 ft.
AC: 15
(+4 size, +1 Dex), touch 15, flat-footed 14
Attacks: --
Damage: --
Face/Reach: 1 ft. by 1 ft./0 ft.
Special Qualities:
Vermin traits
Saves:
Fort +2, Ref +1, Will +2
Abilities:
Str 1, Dex 12, Con 11, Int --, Wis 14, Cha 2
Skills:
Climb +13, Hide +21, Listen +4, Move Silently +4, Spot +4
Climate/Terrain:
Any land and underground
Organization:
Solitary or swarm (150-200)
Challenge
Rating: 1/10
Treasure:
None
Alignment:
Always neutral
About
the size of a hawk, the giant fly is exactly that: a larger version of
the flies you commonly see buzzing about carrion, picnics, garbage, and
other food sources. Female giant flies, once mated, lay about 200 eggs
in decaying organic matter. The eggs transition to larvae within 5-12
hours. (Wiggling maggots are actually those maggots that have gone through
the third molting phase of the larval stage.) Those maggots that aren't
acting as familiars then pupate for about 3 days before the adult form,
the fly, emerges from the puparium. If a maggot is serving as a familiar,
the maggot enters the pupa phase very briefly and immediately changes
into its adult form. Giant flies eat various forms of decaying organic
matter by ingesting then regurgitating it.
Combat
A giant
fly uses its bite attack to nip at foes, then it flies away as quickly
as possible before swooping in again for another bite. Wiggling maggots
have no form of attack, but they possess vermin traits.
Vermin Traits:
A giant fly or wiggling maggot is immune to all mind-affecting effects
(charms, compulsions, phantasms, patterns, and morale effects). It also
has darkvision (60-foot range).
Skills: Wiggling
maggots receive a +4 racial bonus on Hide checks. Both giant flies and
wiggling maggots use their Dexterity modifiers instead of their Strength
modifiers for Climb checks.

Gwendolyn
F.M. Kestrel is an editor for Wizards of the Coast's Roleplaying
Games R&D department. Recent credits include editing Faiths and
Pantheons, Oriental Adventures, and Magic of Faerûn,
and designing part of the Book of Challenges. She's a frequent
contributor to the Wizards of the Coast website. Also, check out the website
she created for her fiancé, Andy Collins, at www.andycollins.net

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