Aerenal Cleansing Party

Jabreki Oslund (Elf Vigilant Sentinel of Aerenal)

Male elf rogue 5/vigilant sentinel of Aerenal 3
CG Medium humanoid
Init +4; Senses low-light vision; Listen +5, Spot +11
Languages Common, Elven
AC 20, touch 14, flat-footed 16; +1 against traps
hp 54 (7 HD) 5d6 +2d8
Immune sleep
Resist evasion
Saves: Fort +2, Ref +11 (+12 against traps), Will +3 (+5 against enchantments)
Speed 30 ft. (6 squares)
Melee +1 rapier +10 (1d6+2/19–20) or
Ranged dart +9 (1d4+1)
Base Atk +4; Grp +6
Atk Options sneak attack +4d6
Combat Gear potion of invisibility
Abilities Str 12, Dex 18, Con 11, Int 10, Wis 10, Cha 18
SQ able to notice secret or concealed doors, nondetection, Thought Theft
Feats Investigate*, Investigator, Weapon Finesse
Skills Bluff +15, Diplomacy +15, Disguise +10 (+12 to act in character), Gather Information +14, Hide +14, Intimidate +5, Listen +6, Move Silently +12, Search +8, Sense Motive +10, Spot +12
Possessions combat gear plus +1 chain shirt, masterwork buckler, +1 rapier, 6 darts, cloak of Charisma +2, 20 gp, Various poisons

Nondetection (Su) Jabreki is constantly protected by a nondetection effect (as the spell) at caster level 7th. He can activate or lower this ability as a standard action.
Thought Theft (Su): Jabreki can obtain secret information from creatures with which he interacts. He can use your Sense Motive skill to glean
elements of culture and even bits of knowledge from his target, enabling him to more thoroughly blend into your surroundings.
As a standard action, he can make a Sense Motive check to detect the vague surface thoughts of a creature with which he can communicate (DC 10 + target creature’s HD + target creature’s Cha modifier). If you succeed on the check, you gain scattered bits of information that the creature might expect you to know (a password, a hand gesture of identification, a name), the subject of a particular gathering, or even particular modes of speech or dress.
This translates into a +4 insight bonus on Bluff, Diplomacy, Disguise, and Gather Information checks made against the target creature and in social situations with that creature.
If the check fails by 5 or more, the target instantly realizes that you were probing its thoughts. Among other consequences, this typically changes the creature’s attitude toward you to unfriendly or even hostile, depending on the situation.
Creatures protected from mind reading or similar effects (such as by nondetection) have immunity to this ability. This is a mind-affecting, language-dependent ability.

Aereni Cleansors

Undying Councilor

Medium Deathless
Hit Dice: 12d12 (96 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 26 (+1 Dex, +10 natural, +5 insight), touch 16, flat-footed 25
Base Attack/Grapple: +6/+14
Attack: Slam +14 melee (1d8+12 plus cleansing)
Full Attack: Slam +14 melee (1d8+12 plus cleansing)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cleansing, spell-like abilities
Special Qualities: Damage reduction 10/targath, deathless traits, spell resistance 21
Saves: Fort +4, Ref +5, Will +13
Abilities: Str 26, Dex 12, Con —, Int 19, Wis 21, Cha 17
Skills: Concentration +18, Knowledge (arcana) +19, Knowledge (history) +19, Knowledge (nobility and royalty) +19, Listen +20, Search +19, Spellcraft +21, Spot +20, Survival +5 (+7 following tracks)
Feats: Blind-Fight, Combat Casting, Combat Expertise, Improved Disarm, Power Attack
Environment: Underground
Organization: Solitary, pair, or court (3–12)
Challenge Rating: 9
Treasure: Double standard
Alignment: Usually neutral good
Advancement: 13–24 HD (Medium)
Level Adjustment:
This elf is draped in finery and jewels, and it wears an elaborate headdress with a skull motif. Its leathery skin stretches tight over its face, and its eyes are nearly colorless.
Undying councilors make up the bulk of the elven Undying Court, a sort of council of elders who advise and assist the elf nation of Aerenal, all of whom happen to be long dead. Similar in some ways to undead mummies, undying councilors are the well-preserved corpses of ancient elves, still animated by their benevolent spirits. They spend much time in a sleeplike state in which their spirits wander the planes (via astral projection), but return to full wakefulness when needed or threatened.

COMBAT

Undying councilors possess unnatural strength and useful spell-like abilities for defending their resting places from intruders. They prefer to parlay rather than fight, but attack would-be tomb robbers without hesitation or mercy.
Cleansing (Su): Evil creatures hit by an undying councilor’s slam attack must make a DC 19 Fortitude save or contract an affliction called cleansing. This is a curse and not a disease, so it affects creatures normally immune to disease, but nonevil creatures are unaffected by it. In all other ways, the affliction functions as a disease: incubation period 1 minute; damage 1d6 Dex and 1d6 Cha. The save DC is Charisma-based.
The ability damage continues daily until the victim is cured. To eliminate the cleansing, the curse must first be broken with break enchantment or remove curse (caster level check DC 20), after which remove disease ends the progress of the curse.
Spell-Like Abilities:
At will—astral projection (self only), dispel evil (DC 20), greater command (DC 20), mark of justice, righteous might, scrying (DC 20);
3/day— dispel magic, heal (DC 21), holy smite (DC 19);
1/day—blade barrier (DC 21).
Caster level 12th; save DC 15 + spell level. The save DCs are Wisdom-based.

Blade Barrier Reflex DC 21, 12d6
Holy Smite - Deals 5d8 damage to each evil creature in the area, 20 ft. Radius, Will save 19 for Half and to avoid blinding for one round. Neutral creatures take half damage, half again if passed will save.
Righteous Might is readied to cast as a free action. Doubles size, +4 Str, +2 Con, +2 NA, +6 DR/Good.

Undying Soldiers x4

Medium Deathless
Hit Dice: 4d12 (26 hp)
Initiative: +0
Speed: 20 ft. in breastplate (4 squares), base 30 ft.
Armor Class: 17 (+5 masterwork breastplate, +2 masterwork heavy steel shield), touch 10, flat-footed 17
Base Attack/Grapple: +2/+4
Attack: Masterwork shortspear +5 melee (1d6+2) or masterwork shortspear +3 ranged (1d6+2)
Full Attack: Masterwork shortspear +5 melee (1d6+2) or masterwork shortspear +3 ranged (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite evil
Special Qualities: Damage reduction 5/targath, deathless traits
Saves: Fort +1, Ref +1, Will +5
Abilities: Str 14, Dex 10, Con —, Int 11, Wis 13, Cha 13
Skills: Climb +5, Jump –1, Listen +8, Spot +8
Feats: Blind-FightB, Cleave, Power Attack
Environment: Underground
Organization: Solitary, squad (2–12), or regiment (15–150)
Challenge Rating: 2
Treasure: Gear only
Alignment: Usually neutral good
Advancement: 5–12 HD (Medium)

An undead elf armed for war stands before you. It wears a fine breastplate and helm, and it carries a shortspear and heavy shield. It must be something other than a zombie, for it has a definite spark of intelligence in its eyes.

Undying soldiers make up the army of Aerenal’s City of the Dead. They superficially resemble zombies, though they are reasonably well preserved and move at a normal speed. The elves’ respect for the dead shines forth in the quality of arms and armor undying soldiers carry. Living warriors might wear ordinary studded leather, but undying soldiers always wear masterwork medium armor or better, and their weaponry is masterwork as well.

COMBAT

Undying soldiers are skilled and intelligent warriors, which can prove quite surprising to opponents expecting to fight shambling, mindless zombies. They are equally capable of fighting in tight formation or skirmishing in loose bands, but always coordinate their attacks and make good use of positioning on the battlefield.
Smite Evil (Su): Once per day, an undying soldier can use a normal melee attack to smite evil. It gains a +1 bonus on its attack roll and deals an extra 4 points of damage against an evil creature. If the soldier accidentally smites a creature that is not evil, the smite has no effect but is still used up for the day.

Deathless Traits:

  1. No Constitution score.
  2. Darkvision out to 60 feet.
  3. Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects).
  4. Not subject to extra damage from critical hits, nonlethal damage, or ability drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Unlike undead, deathless are subject to energy drain. Like living creatures, deathless are harmed by negative energy and healed by positive energy.
  5. Immunity to any effect that requires a Fortitude save, except for energy drain attacks (unless the effect also works on objects or is harmless).
  6. Uses its Charisma modifier for Concentration checks.
  7. Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
  8. Not affected by raise dead or reincarnate spells or abilities. Resurrection and true resurrection can affect deathless if they are willing. These spells turn deathless creatures back into the living creatures they were before becoming deathless.
  9. Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless creatures as evil clerics rebuke, command, or bolster undead.
  10. Deathless creatures gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Hide from undead and undeath to death also work against deathless. Detect undead and deathwatch reveal deathless and allow the caster to distinguish deathless creatures from undead. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use the “evil elemental or undead” line in the detect evil spell description when deathless are in the area of a detect good spell. Deathless are healed by disrupt undead and damaged by unholy water, as undead are damaged by disrupt undead and damaged by holy water. Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against undead creatures—including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of fire—do not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light. Spells such as command undead, control undead, create undead, create greater undead, and halt undead do not affect or create deathless creatures.
  11. Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
  12. Proficient in whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Deathless not indicated as wearing armor are not proficient with armor. Deathless are proficient with shields if they are profi cient with any form of armor.
  13. Deathless do not breathe, eat, or sleep.

Source: Eberron Campaign Setting

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