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.


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.

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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