Undying Soldier

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, fl at-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.


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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