Necromantic Lore (Legends & Lairs, d20 System)

Necromantic Lore (Legends & Lairs, d20 System)

Language: English

Pages: 64

ISBN: 1589940490

Format: PDF / Kindle (mobi) / ePub


Following in the footsteps of Draconic Lore, Necromantic Lore contains more than thirty new undead, with half a dozen templates among them. These ghastly creations will haunt your players' dreams for years to come. They can cower before the soul-destroying power of the necromentals, or flee before the mind-shattering horror of the atrocity wight. Only a lucky few will survive to seek help from the guiding spirit and legion of the dead, but those who fall in combat may rise again as a foreverjack or an eternal confessor.

The undead in this bestiary were created to fill specific roles in your campaign. Whether you need a particularly challenging encounter to spring on your players or just want to add a touch of exotic flair to your world, Necromantic Lore has just the undead you're looking for.

Pathfinder Chronicles: Dark Markets (A Guide To Katapesh)

Cry of the Ghost Wolf (Forgotten Realms: Chosen of Nendawen, Book 3)

Elminster Must Die (Forgotten Realms: The Sage of Shadowdale, Book 1)

Forsaken House (Forgotten Realms: The Last Mythal, Book 1)

Song of the Saurials (Forgotten Realms: The Finders Stone Trilogy, Book 3)

Forgotten Realms Player's Guide (Dungeons & Dragons: Supplement, 4th Edition)

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Pick the item up and use it. The heirloom wraith can refine the suggestion over time; if someone points out that the murders began as soon as the item was found, it will suggest to its owner that this is mere coincidence, and note that other events occurred just prior to the murders. It may use this ability at will, but only on its owner, and only with regard to convincing the owner to hold onto and keep the item. Homing Beacon (Ex): An heirloom wraith always knows where its item is. If its owner.

May reanimate humanoids and monstrous humanoids that it has slain as stone zombies as if using the animate dead spell. The blackheart may control a maximum of 100 HD worth of stone zombies using this ability. Stone Zombies Medium-Size Undead (Earth) Hit Dice: 2d12+3 (16 hp) Initiative: –1 Speed: 30 ft. AC: 15 (–1 Dex, +6 natural), touch 9, flat-footed 14 Attacks: Slam +2 melee Damage: Slam 1d6+1 plus 1d6 acid damage Face/Reach: 5 ft. by 5 ft./5 ft. Special Qualities: partial actions only Saves:.

Make a touch attack to bestow the seal of blood on a victim. The seal of blood is a glossy red mark on the character’s chest or back. The target immediately suffers 2d6 points of damage that cannot be cured magically or by natural healing. The character suffers another 2d6 points of incurable damage each night at midnight. This effect lasts for one week. At the end of that time, the character may make a Fortitude save (DC 21). If successful, the damage may now be cured magically. If not, the seal.

Of damage to the interlopers of their lairs. These undead defenders can lie perfectly still for centuries, ever watchful and waiting for the slightest disturbance. Encountered tomb guardians are typically entangled in the silken threads of cobwebs, and are usually covered with the accumulated dust of ages gone by. Tomb guardians can speak any language they knew in life. They only leave their tombs when treasure is stolen from within, or if their deceased charges are defiled in some manner. If.

Hunt. Once it has tasted the flesh or blood of an individual, it is linked to that person and can seek him or her out so long as they are both on the same plane of existence. The bloodseeker cannot be distracted from its goal in any way while on the hunt. It will complete its mission or die in the attempt. 7 Bestiary Combat 8 Once a bloodseeker finds its target, it attacks with the native cunning of the wolf. It tries to catch its target alone or attack while the target is least expecting.

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