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Credits
Blackdyrge’s Templates
Elder Fiend
Blackdyrge’s Templates
Armored Apparition
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tion System is a format
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Written and Created by
Aeryn “Blackdirge” Rudel
Editing
Dwight Hulce
Illustrations
Hunter McFalls & Edward Bourelle
Graphic Design & Layout
Edward Bourelle & Erik Nowak
SkeletonKey Staff
Edward Bourelle & Art Braune
Blackdyrge’s Templates: Armored Apparition
is ©2007
Aeryn “Blackdirge” Rudel. All rights reserved.
Each page is organized with the following information
A: Title of the entry contained on the page
B: Product title in which the entry can be found
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Illustrations and design are ©2007 Hunter McFalls
and Edward Bourelle, as credited. All rights reserved.
Reference to other copyrighted material in no way constitutes a
challenge to the respective copyright holders of that material.
SkeletonKey Games, Campaign Construction System, the
SkeletonKey Games logo, and the Campaign Construction System
logo are trademarks of Edward Bourelle. Blackdirge Publishing
and the Blackdirge Publishing logo are trademarks of Aeryn Rudel.
Blackdyrge is a trademark of Aeryn Rudel.
Dungeons & Dragons and Wizards of the Coast are trademarks of
Wizards of the Coast, Inc. in the United States and other countries
and are used with permission.
‘d20 System’ and the d20 System logo are trademarks of Wizards
of the Coast, Inc. in the United States and other countries and are
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The following is designated as Open Game Content: all new rules and
stat blocks (but not the proper names of characters and places or their
backgrounds). To be clear, the Blackdyrge property is CLOSED. None
of the character names, backgrounds, place names, stories, or any other
part of the Blackdyrge storyline is open content.
SkeletonKey Games
www.skeletonkeygames.com
info@skeletonkeygames.com
publishing
n
Author: Aeryn Rudel
SkeletonKey Games
1
Credits
Armored Apparition
Blackdyrge’s Templates
Elder Fiend
same as base creature otherwise)
It is somim difficult to abandon the traings f the past en one mak the transition rom
life to unlife. People, lac, and personal posions all hold a strong and familiar bond to those
f us o have shrued f the mortal coil. However, some simply cannt l go f their worldly
past, and cling to the shreds f a life long since moldering and dayed. I find this most common
with undead that have nt chosen their curent form, but have had it thrust upon them through
some terible and lhal calamity.
I have found that incorporeal spirits, such as ghosts, sper, and wraiths, ten as nt, bind
themselv to a certain location; typically the xact spt f their demise. But I have observed
anther, l-common type f aarition ich is bound nt to a lace, but to the traings
and accouterments f war. he shad, ich I have dubbed “armored aaritions,” have the
ability to inhabit and animate a suit f magical armor, usually a personal posion rom their
living days. his animation grants the aarition a host f intriguing powers, nt the least f
ich is the ability to manipulate corporeal ojes such as weapons and shields. In addition,
through my observations, I have witned the armored aaritions making full use f the
life draining energy atacks common to incorporeal undead, transmiting the fell energi
through the armor thy inhabit, or even through enchanted weapons wielded with the same
skill thy posed in life.
I have included dailed information on two xampl f the armored aarition, a common
spere, and an incredibly powerful wraith.
- Blackdyrge
Author: Aeryn Rudel
Illustrator: Edward Bourelle
2
Template
Armored Apparition
Blackdyrge’s Templates
Elder Fiend
Some incorporeal undead, especially those that were
powerful warriors in life, have a special connection to
the tools of warfare, namely armor and weapons. These
“armored apparitions” can possess and inhabit a suit of
armor, wearing it like a metal skin, and gaining a number
of potent abilities as a result.
Special Qualities:
An armored apparition retains all
the special qualities of the base creature and gains the
following special qualities.
Possess Armor (Su):
The defining feature of the armored
apparition is its ability to possess and animate a suit
of magical full plate or half plate. The armor to be
animated must have a magical enhancement of at least
+1, and must be designed for a creature of the armored
apparition’s size. When animating a suit of armor, the
armored apparition gains a Strength score equal to its
Charisma score, allowing it to manipulate corporeal
objects. In addition, it gains an armor bonus equal to
the armor bonus granted by the armor it inhabits. An
armored apparition does not lose its deflection bonus to
AC when inhabiting armor, but must abide the armor’s
maximum Dexterity rating and any associated armor
check penalty. Possessing a suit of armor also grants and
armored apparition a hardness score of 10, making it
very difficult to damage.
“Armored apparition” is an inherited template that can
be added to any incorporeal undead (referred to hereafter
as the base creature).
Size and Type:
Size and type are unchanged.
Armor Class:
The armored apparition gains an armor bonus
to its armor class based on the type of armor it inhabits.
Attack:
An armored apparition retains all the attacks
of the base creature and also gains a slam attack when
possessing a suit of armor. An armored apparition armed
with a weapon uses its slam or a weapon, as it desires.
Damage:
Armored apparitions have slam attacks. Use
the appropriate damage value from the table below
according to the armored apparition’s size.
Possessing a suit of armor causes the armored apparition
to take on some degree of corporeality, and it loses most of
the benefits of incorporeality. While armored, the armored
apparition is vulnerable to non-magical attacks, loses the
ability to negate damage from a corporeal source, and may
not pass through solid objects. It cannot use its incorporeal
touch attack, although it can still transmit the effects of such
an attack through a slam or weapon attack (see above). In
addition, the armored apparition loses the ability to fly, but
retains its full land movement rate. If the base incorporeal
undead does not have a land speed, it gains a land speed
equal to half its fly speed or 30 ft., whichever is greater.
Size
Damage
Medium
Large
Huge
Gargantuan
Colossal
1d6
1d8
2d6
3d6
4d6
Possessing a suit of armor is a full round action for
the armored apparition, as is vacating it.
Special Attacks:
An armored apparition retains all
the special attacks of the base creature and gains the
following special attacks.
Martial Proficiency (Ex):
An armored apparition is
proficient with all simple and martial weapons, and with
all types of armor and shields.
Abilities:
When inhabiting a suit of armor the
armored apparition gains a Strength score equal to
its Charisma score.
Death Kiss (Su):
The armored apparition has a special
connection to certain types of corporeal items, namely
armor and weapons, which allows it to transmit the effects
of any incorporeal touch attack it may have (such as a
wraith’s Constitution drain) through the armor it inhabits
via its slam attack or any magical weapon (enhancement
bonus of at least +1) it wields.
Feats:
An armored apparition gains Weapon Focus as a
bonus feat.
Treasure:
Armored apparitions have double standard
treasure for their CR. However, all of this treasure must
be their personal armor and weapons.
Animate Object (Sp):
An armored apparition can use
animate object
as a spell-like ability three times per day
with a caster level equal to its Hit Dice.
Alignment:
Same as base creature
Challenge Rating:
+2 (when inhabiting a suit of armor,
Author: Aeryn Rudel
SkeletonKey Games
3
Template
Slam
Armored Spectre
Blackdyrge’s Templates
Elder Fiend
Armored Spectre CR 9
CE Medium Undead (incorporeal)
Init
+7;
Senses
darkvision 60 ft.; Listen +14, Spot +14
Aura
unnatural aura (30 ft.)
Languages
Common, Elven, Orc
Possess Armor (Su):
An armored spectre can
possess and animate a suit of magical full plate
or half plate. The armor to be animated must
have a magical enhancement of at least +1,
and must be designed for a creature of the
armored spectre’s size. When animating a suit
of armor, the armored spectre gains a Strength
score equal to its Charisma score, allowing it to
manipulate corporeal objects. In addition, it
gains an armor bonus equal to the armor
bonus granted by the armor it inhabits. An
armored spectre does not lose its deflection
bonus to AC when inhabiting armor, but must
abide by the armor’s maximum Dexterity rating
and is subject to any associated armor check
penalty. Possessing a suit of armor also grants
and armored spectre a hardness score of 10,
making it very difficult to damage.
AC
26, touch 13, flatfooted 25
(+1 Dex, +10 armor, +3 shield, +2 deflection)
hp
45 (7 HD); hardness 10
Immune
undead traits
Fort
+2,
Ref
+5,
Will
+7
Weakness
sunlight powerlessness
Speed
40 ft. (8 squares)
Melee
+1 longsword
+7 (1d8+3 plus energy
drain/19-20) or
Melee
slam +5 (1d6+3 plus energy drain)
Space
5 ft.;
Reach
5 ft.
Base Atk
+3;
Grapple
+5
Atk Options
death kiss
Special Actions
energy drain, create spawn,
possess armor
Spell-Like Abilities
(CL 7th)
3/day—
animate object
Possessing a suit of armor causes the
armored spectre to take on some degree of
corporeality, and it loses most of the benefits
of incorporeality. While armored, the armored
spectre is vulnerable to non-magical attacks,
loses the ability to negate damage from a
corporeal source, and may not pass through
solid objects. It cannot use its incorporeal
touch attack, although it can still transmit the
effects of such an attack through a slam or
weapon attack (see above). In addition, the
armored spectre loses the ability to fly, but
retains its full land movement rate.
Abilities
Str 15, Dex 16, Con —, Int 14, Wis 14, Cha 15
SQ
+2 turn resistance, undead traits
Feats
Alertness, Blindfight, Improved Initiative,
Weapon Focus (greatsword)
B
Skills
Hide +8*, Intimidate +12, Knowledge
(religion) +12, Listen +14, Search +12, Spot +14,
Survival +2 (+4 following tracks)
*Includes a –5 armor check penalty
Possessions
+1 longsword, +2 full plate,
+1 heavy steel shield
Possessing a suit of armor is a full round action
for the armored spectre, as is vacating it.
Create Spawn (Su):
Any humanoid slain by an
armored spectre becomes a spectre in 1d4
rounds. Spawn are under the command of the
armored spectre that created them and remain
enslaved until its death. They do not possess
any of the abilities they had in life.
Sunlight Powerlessness (Ex):
Armored
spectres are powerless in natural sunlight
(not merely a
daylight
spell) and flee from it.
An armored spectre caught in sunlight cannot
attack and can take only a single move or
attack action in a round.
Death Kiss (Ex):
While inhabiting a suit of armor,
an armored spectre can transmit its energy
drain attack through its slam or its longsword.
Unnatural Aura (Su):
Animals, whether wild
or domesticated, can sense the unnatural
presence of an armored spectre at a distance
of 30 feet. They do not willingly approach
nearer than that and panic if forced to do so;
they remain panicked as long as they are
within that range.
Energy Drain (Su):
Living creatures hit by an
armored spectre’s incorporeal touch attack
gain two negative levels. The DC is 15 for
the Fortitude save to remove a negative level.
For each such negative level bestowed, the
armored spectre gains 5 temporary hit points.
Author: Aeryn Rudel
SkeletonKey Games
4
Monster
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R5700
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