Hogwarts Everything is Three

: A death knight template made by the protagonist of Dungeons and Dragons

   Death Knights (DK for short), they are the warriors of the evil forces.

   These terrifying undead creatures were usually dark guards, warriors, rangers, or barbarians during their lives; and the fallen paladins may become death knights when the fire of life is extinguished. After the paladin became a death knight, the transformation of the original professional characteristics was the same as the description of the Dark Guardian in the "Dungeon Master's Guide".

   The death knight looked like a decaying corpse, his face was a black skeleton wrapped in decayed skin, and two orange lights were shining in the frame of his eyes. The death knight's voice was cold, like an echo from a deep valley. These creatures were powerful characters before they were alive, so you can find that death knights are wearing valuable or magical clothes and armor, cloaks that can demonstrate the importance of status and status, and they are also one of the accessories they often wear.

   The death knight speaks all the languages ​​he knew before his death.

   "Death Knight" is a template, which can be embedded on any humanoid creature with a level of 6 or more and an evil alignment (the following characters refer to creatures that meet the above conditions). The character's type becomes "Undead", except for the items marked below, the other parameters and special abilities remain unchanged.

   role information

   Hit Dice: All Hit Dice of the character becomes d12 (current and future).

  Speed: unchanged

   Defense level: The death knight gets +5 natural armor, if the character's natural armor value is higher, it does not change.

   Attack: Death knights usually fight with military weapons. If the weapon is removed, they fight with a contact attack.

   Damage: The death knight’s contact attack is to induce negative energy to injure the opponent. The damage value of attacking living creatures is (18 + death knight’s charm modifier). In addition, each successful contact attack will cause 1 point of damage to the opponent's physical attributes. Successfully passing a Will saving throw (DC = 10 + death knight's hit dice * 1/2 + death knight's charm modifier) ​​can halve the damage without impairing the physical attributes.

  Special attacks: In addition to retaining the original special attacks, the character also gains the following abilities

Abyssal Fury [Supernatural]: Once a day, the death knight releases a shock wave of fierce flames. The flame will fill the area within a 20-foot radius and spread out to 400 feet + death knight’s Hit Dice * 40 feet. . The shock wave will cause the death knight's Hit Dice*1d6 points of damage (up to 20d6). Half of the energy of the shock wave is flame, and the other half is divine energy, so "protective element damage (fire, "flame shield (ice shield and similar spells cannot block this part of the energy. Successfully passing a reflex save (DC=10 + death knight's hit dice * 1/2 + death knight's charm modifier) ​​can halve the damage.

   Fear breath [Supernatural]: The death knight is surrounded by a terrible breath that symbolizes death and evil. Within 15 feet of the death knight, creatures with less than 5 Hit Dice must make a Will check (DC = 10 + death knight Hit Dice * 1/2 + death knight's Charisma modifier). A failed check will cause fear to the death knight, and the effect is the same as the "fear spell" cast by a warlock of the same level.

   Undead entourage: The death knight will attract low-level undead creatures naturally formed within a radius of 100 miles, and obtain the undead creatures with the highest total Hit Dice of the death knight level*2 as entourage. You can get: 1d6 ghouls, 1d4 ghouls, 1d12 medium skeletons, 1d4 ghouls, or 1d8 medium zombies every week. These creatures will follow the death knight until they are destroyed. The number of undead creatures that a death knight can command or rebuke is not affected by this ability.

   Spells: In addition to being restricted by the camp, the death knight can cast all the spells learned during his lifetime.

   Traits: In addition to the original traits of the character, the death knight also gains the following traits.

   Damage reduction: The tough body of the death knight gives it a 15/+1 damage reduction (DR)

   Immunity: In addition to the immunity of ordinary undead creatures, the death knight is also immune to ice, electric shock, and transformation attacks.

  SR: The death knight gets 20 SR (SR). If the character level is higher than 10, the SR is 20+10-character level.

   Summon mounts: Death knights can summon mounts. The most classic mount is "Nightmare". Of course, other creatures can also be selected. The number of Hit Dice of the mount cannot exceed half of the death knight’s level. When the mount is killed, UU read www.uukanshu. The com death knight can only summon another mount after one year and one day.

  Dispelling immunity: The death knight cannot be dispelled, but it can be exiled by the "Holy Word" as an evil external domain creature. (The exiled death knight will return to the realm of the evil deity he serves)

   Undead traits: Death knights are immune to the following effects: psychic effects; venom, hypnosis, paralysis, deterrence, disease, and death effects; necromantic spell effects; all effects that can make Fortitude saves and cannot act on inanimate objects. The instant death effects of heavy blows, bruises, energy absorption, and giant creations all have no effect on undead creatures. The death knight cannot be resurrected as an undead creature, and the resurrection can only be successful if the death knight is willing. The death knight also has 60 feet of darkvision.

   Waiver: No change.

   attributes: death knight's power attribute +4, perception and charm attribute +2. As an undead creature, the death knight has no physical attributes.

   Skills: unchanged.

   Expertise: unchanged.

  Climate/Topography: any surface or bottom

   Group composition: alone or group (see "Undead Followers")

   Challenge level: the original level of the character +3

   Treasure: Double the standard

   Faction: Same as the character (always evil)

   Evolution: The death knight continues to upgrade according to his original profession.

   Player changes

   After a player character becomes a death knight, the effective level (ECL) of the character is +5. Therefore, a 7th-level warrior/3-level Dark Guardian has an ECL of 15 after becoming a death knight, which is equivalent to a 15th-level character.

  The ability of the character to cast healing spells (Cure) before his death all becomes the ability to cast wound spells (Inflict).

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