Undead Monster: Gravewalker Wraithlord

Anonymous

Invent an undead monster with weird qualities. CR 16

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Role Monster Architect 3.5e

Gravewalker Wraithlord
Huge Undead (Incorporeal)
Hit Dice: 24d12 (156 hp)
Initiative: +9
Speed: Fly 40 ft. (perfect) (8 squares)
Armor Class: 34 (-2 size, +5 Dex, +21 deflection), touch 34, flat-footed 29
Base Attack/Grapple: +12/—
Attack: Incorporeal touch +15 melee (2d8 plus 2d6 cold and energy drain)
Full Attack: 2 Incorporeal touches +15 melee (2d8 plus 2d6 cold and energy drain)
Space/Reach: 15 ft./15 ft.
Special Attacks: Energy drain, create spawn, spectral legion, doom gaze
Special Qualities: Undead traits, incorporeal traits, +4 turn resistance, darkvision 60 ft., daylight aversion, spell-like abilities
Saves: Fort +8, Ref +13, Will +17
Abilities: Str —, Dex 20, Con —, Int 17, Wis 16, Cha 32
Skills: Intimidate +35, Knowledge (arcana) +30, Listen +30, Search +30, Sense Motive +30, Spot +30, Stealth +26
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spell Focus (Necromancy)
Environment: Any
Organization: Solitary or with 2-5 Gravebound Shades (CR 8 each)
Challenge Rating: 16
Treasure: None
Alignment: Always chaotic evil
Advancement: 25-32 HD (Huge); 33-48 HD (Gargantuan)
Level Adjustment:


A towering specter shrouded in a tattered cloak looms before you. Its form is translucent and flickers with ghostly lights, while its eyes burn with a baleful green flame. Wails and whispers seem to emanate from the air around it, as if it were surrounded by an invisible host of the damned.

The Gravewalker Wraithlord is a formidable undead entity, born from a powerful necromancer's demise in a place of great magical upheaval. Its existence is a blight upon the living, seeking to expand its dominion over the dead and the damned.

Combat
The Gravewalker Wraithlord prefers to fight from a distance, using its spell-like abilities and spectral legion to weaken opponents before closing in.

Energy Drain (Su): Living creatures hit by the Gravewalker Wraithlord's touch attack gain two negative levels. For each negative level bestowed, the Wraithlord gains 5 temporary hit points.

Create Spawn (Su): Any humanoid slain by the Gravewalker Wraithlord becomes a wraith under its command in 1d4 rounds.

Spectral Legion (Su): Once per day, the Gravewalker Wraithlord can summon 2d4+2 Gravebound Shades (CR 8 each) that remain for up to 10 minutes or until destroyed.

Doom Gaze (Su): As a standard action, the Gravewalker Wraithlord can unleash a gaze attack with a range of 60 feet. Those who meet its gaze must succeed on a DC 28 Will save or be struck by a curse of impending doom, suffering a -4 penalty to attack rolls, saving throws, ability checks, and skill checks for 24 hours.

Daylight Aversion (Ex): The Gravewalker Wraithlord is repelled by natural sunlight and will not enter an area brightly lit by the sun. While in sunlight, it takes a -4 penalty to all attack rolls, saving throws, and skill checks.

Spell-Like Abilities: At will—darkness, death knell (DC 17), desecrate; 3/day—animate dead, ray of enfeeblement (DC 16); 1/day—circle of death (DC 22), finger of death (DC 23). Caster level 16th. The save DCs are Charisma-based.

In the cold, echoing depths of ancient tombs, where the veil between life and death grows thin, the Gravewalker Wraithlord awaits, commanding legions of the dead and casting a shadow of terror across the land.

Anonymous

Invent his holy light counterpart

Role Monster Architect 3.5e logo
Role Monster Architect 3.5e

Dawnbringer Seraphim
Large Outsider (Good, Incorporeal, Lawful)
Hit Dice: 24d8+144 (252 hp)
Initiative: +11
Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 35 (-1 size, +7 Dex, +19 deflection), touch 35, flat-footed 28
Base Attack/Grapple: +24/—
Attack: Incorporeal touch +30 melee (2d10 plus 2d6 radiant and sanctify)
Full Attack: 2 Incorporeal touches +30 melee (2d10 plus 2d6 radiant and sanctify)
Space/Reach: 10 ft./10 ft.
Special Attacks: Sanctify, dispel darkness, radiant aura, celestial gaze
Special Qualities: Outsider traits, incorporeal traits, +4 turn resistance, darkvision 60 ft., immunity to disease and poison, spell-like abilities
Saves: Fort +22, Ref +21, Will +22
Abilities: Str —, Dex 25, Con 22, Int 21, Wis 24, Cha 28
Skills: Diplomacy +36, Heal +35, Knowledge (religion) +34, Knowledge (the planes) +34, Perception +35, Sense Motive +35, Spellcraft +34
Feats: Alertness, Blind-Fight, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spell Focus (Evocation)
Environment: Any good-aligned plane
Organization: Solitary or choir (2-5)
Challenge Rating: 16
Treasure: None
Alignment: Always lawful good
Advancement: 25-32 HD (Large); 33-48 HD (Gargantuan)
Level Adjustment:


A radiant figure of light and wings, the Dawnbringer Seraphim exudes a calming presence. Its form, pure and bright, seems to be made of living light, with eyes that shine like stars.

The Dawnbringer Seraphim is a celestial being of pure light and goodness, manifesting in the mortal realms to combat the forces of darkness and evil. Their mere presence is anathema to undead and creatures of darkness.

Combat
The Dawnbringer Seraphim engages its enemies with a tactical blend of its spell-like abilities and its powerful sanctify attack. It prefers to purify and protect rather than destroy.

Sanctify (Su): Living creatures hit by the Dawnbringer Seraphim's touch are imbued with a protective holy light, granting a +2 sacred bonus to AC and saving throws for 1 minute. Undead creatures or evil outsiders hit by this attack take an additional 2d8 points of radiant damage and are dazed for 1 round.

Dispel Darkness (Su): The Dawnbringer Seraphim can dispel any magical darkness within 100 feet as a standard action.

Radiant Aura (Su): The Dawnbringer Seraphim radiates a 20-foot radius aura of holy light. Evil creatures within the aura take a -2 penalty on attack rolls, damage rolls, and saving throws. Any undead creature entering the aura takes 2d10 points of radiant damage per round.

Celestial Gaze (Su): As a standard action, the Dawnbringer Seraphim can unleash a gaze attack with a range of 60 feet. Those who meet its gaze must succeed on a DC 28 Will save or be calmed, as per the calm emotions spell, for 1 minute.

Spell-Like Abilities: At will—cure serious wounds, daylight, detect evil; 3/day—dispel evil (DC 21), holy smite (DC 20); 1/day—hallow, holy word (DC 23), resurrection. Caster level 24th. The save DCs are Charisma-based.

In realms where hope seems lost, the Dawnbringer Seraphim emerges, a beacon of divine light and protector of the innocent, standing firm against the darkness.