Undead Lord's Corpse Companion re-write


Homebrew and House Rules


OK We have been playing around with the Undead Lord and truthfully find it seriously lacking. ESPECIALLY when it comes to the Corpse Companion.
Unless your party slays a lot of creatures with racial HD, you are going to run into a situation where your corpse companion will never exceed 2 HD as a zombie. Even taking on templates as our GM suggested either allowed us to get an out of control situation or still a lacking creature.

SO I have attacked the idea from a standpoint similar to that of a druids animal companion. Many of this is from a variety of source books for 3.0 or earlier but here we go.

Corpse Companion (Su)
With a ritual requiring 8 hours, an undead lord can animate a single medium undead companion with Hit Dice equal to there cleric level. This is a unique type of undead that may resemble a corpse in various states of decay chosen at the time of the ritual.
The base companion stats are as follows at 1st level.

Corpse Companion
NE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 12, touch 10, flat-footed 12 (+2 natural)
HD: 1d8
Fort 1/2 HD , Ref 1/2 HD, Will 1/2 HD +2
Immune undead traits
OFFENSE
Spd 30 ft.
Melee see below

STATISTICS
Str 10, Dex 10, Con —, Int * Wis 10, Cha 10
*Intelligence is = to the Clerics WIS Bonus.
Base Atk Bonus: equal to 3/4 total Hit Dice

FEATS
Based on chosen form below

SKILLS
Skill points equal to 4 + Int modifier (minimum 1) per Hit Die.
The following are class skills for undead: Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.

Choose a Form
Skeletal: DR 5/bludgeoning;
Feats Improved Initiative
Melee Attack 2 claw (1d4)
Abilities +5 STR +4 DEX

Withered: DR 5/slashing;
Feats Toughness ;
Melee Attack slam (1d6)
Abilities: +7 STR

As the undead lord advances in levels the Corpse Companion gains 1 HD as well. As it gains power it also gains improved positive channel resistance preventing it from being turned, am increased Natural armor as well as being imbued with different Special Abilities, and an Aura.

Instead of adding a table Here is the basics.
Corpse Companion gains another feat at every off level. (Its 1st level feat is based on its chosen form)
It gains an improved Ability score at 2, 6, 10, 14 and 18 HD
Its Natural AC starts at +2 and increases by +1 at 4,7,10,13,16 and 19 HD (max +8)
It has +2 Channel Resistance at 1 HD and gains an additional +2 at its 9th and 20th HD.
It gains a an Aura at 7HD and the improved Aura at 19HD
It gains a special ability at 2, 5, 10, 13 and 18 HD.


AURA
A Corpse Companion gains one of the following Auras at 7HD. Once the Aura is chosen it cannot be changed. The Aura become even stronger when the Corpse Companion gains 19HD.

Stench of Evil (Su)
All good creatures within 20' of the creature must make a successfully Will Save (DC 10 + 1/2 HD + Cha Mod) or suffer a -4 morale penalty to all attacks rolls, skills checks ands saves until they leave the area. All living creatures (except those with the stench special ability) within 20 'must succeed on a Fortitude save (DC 10 + 1/2 stench creature’s racial HD + stench creature’s Con modifier; the exact DC is given in the creature’s descriptive text) or be sickened.
Advanced: at Level 19 the aura spreads to 30' and does not affect those aligned with the creature.
Elemental Aura (Su)
All melee attacks deal an additional 1d6 points elemental damage and anyone striking an elemental the creature with an unarmed strike or natural attack takes 1d6 points of elemental damage. Elements include: [acid] [cold] [electricity] [fire]
Advanced: at Level 19 the aura inflicts 1d6 damage to anyone within 10' and the melee damage increases to 2d6.

Fear (Su)
Anyone within 20' r of the creature must make a Will save or flee for 1d4+1 as if affected by the fear spell. if Save is successful they are shaken for 1 round.
Advanced: at Level 19 the aura spreads to 30'

Dead Zone (Su)
The presence of this creature sucks the very life from plants and animals and even the soil. Those within 20' must make a Fortitude save or lose 1 point of Constitution damage per round they remain in the aura
Advanced: at Level 19 the aura spreads to 30' and the creature gains 2 temporary hit points for every point of Constitution it drain (up to double its maximum hp) These hit points are lost first and are lost after 24 hours.

Aura of Desecration (Su)
The creature emits a foul presence that corrupts all within 20' of it as a permanent desecrate spell. The DC to resist negative channeled energy within this area gains a +3 profane bonus. Undead within the area , including the creature producing it, gain a +1 profane bonus to attack rolls, damage rolls, and saves. Summoned or created undead that appear in the area gain +1 hit points per HD.
Advanced: at Level 19 the aura spreads to 30' and the creature and the undead profane bonus increase to +2 and they gain +2 hit points per HD (instead of +1)


Special Abilities
At 2, 5,10,13 and 18 HD, a Corspe Companion gains one special ability. These special abilities improve the companions capabilities. Some Abilities have prerequisites that must be met before the ability can be taken.

Altered Limbs (Ex)
This creatures limbs become long and gangly reaching all the way to the ground. They add 5' to the creatures reach. and the creatures gains +1 STR

Animator (Sp)
Prerequisite : Brain Eater
Any corpse feasted upon by a Brain eater rises in 1d4 rounds as a Brain Eating Zombie.

Bite Attack (Ex)
The creature gains an additional Bite attack that does damage according to its size. This attack is considered secondary attack. It also gains Multiattack as a bonus feat.

Black Breath(Ex)
Prerequisite: Diseased
The creature can expel a cloud of pestilence from its body in a cone up to 60' long. Those within the cloud must make a fort save (DC 10+1/2 HD +Cha mod) or are under the effects of a contagion spell.

Brain-Eater
When an opponent dies, the creature uses its next turn to feast upon its victim’s brain, making spells that require a complete corpse (such as raise dead) useless. This feats heals the creature for 1d8 hp (plus the victims size modifier)

Burrower (Ex)
Prerequisite: a claw attack
The creature gain Burrow movement at 20 feet as well as increases its STR by +1 and its claw damage is as if it were one size larger.This power gives the undead a +12 stealth bonus when it is buried , a Successful Tracking DC20 allows one to notice the freshly upturned earth.

Chamber Sense (Su)
This creature is of higher intelligence granting it a +3 to its INT Furthermore it is driven to protect an area of up to 100ft in diameter from intrusion or stealth. This ability alerts the undead when any sentient being enters its lair uninvited. Other creatures may be shielded from Chamber Sense through non-detection spells or other effects that protect from scrying. When making caster level check to penetrate such wards the creature uses its HD as its level.

Claws
This creature gains a claw attack as a primary attack. It does damage based on its size.
Command Lesser Undead (Su)
Prerequisite: 10HD+
The creature can command Undead just like the feat except it uses its CHA modifier instead of its HD for its caster level..

Deathless (Su)
Prerequisite: Regeneration
This creature is extra resilient gaining a +2 CHA. Additionally instead of the creature being destroyed when reduced to 0 hit points, it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. It can only be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.

Diseased (Su)
The creatures touch carries a disease as if the victim are under the effects of a contagion spell.

Disfiguring Bite (Ex)
Prerequisite: Bite Attack; Grab attack; Savage Teeth
The undead can sever limbs on critical hits. To be vulnerable the victim must be corporeal and have defined limbs, but otherwise even those normally immune to critical hits can be affected.
When the creature makes a successful critical with its bite attack the victim must make a successful reflex save (DC = 10 + Creatures DEX & STR modifier) If it succeeds it merely suffers normal critical damage. If the victim fails, they suffer the normal critical damage and creature manages to bite off a limb (usually the closest hand). The victim also suffers 1d4 bleed damage. If the victim rolls a natural 1 on the reflex save. treat the critical as if it were made by a vorpal weapon.

Dispelling Glare (Su)
This creature gains an increased INT +2, and its gaze can dispel magical effects once per day, just like the dispel magic spell. This is a supernatural ability that takes a standard action to invoke. It
does not provoke an attack of opportunity. When making the level check, use the creatures HD for the level.
This ability may be taken multiple times each time granting another use.

Dread Gaze (Su)
Anyone meeting the eyes of this creature must make a Will Save, Those that fail turn and flee as if affected by Fear.
Drink Fluids (Ex)
Prerequisite: Brain Eater
When a creature with this ability successfully gains a hold of a victim, it can drain fluids through the victims skin, this attack deals 1d8 points of damage and the victim must make a fort save or suffer 1d3 temporary CON damage.

Earth breaker (Ex)
Prerequisite: Burrower
This creature has improved STR +2 and gains sneak attack as a rogue when bursting out of the ground from an undetected hiding place.

Energy Drain (Su)
Prerequisite: 5HD+ ; CHA 14+
This attack saps a living opponent’s vital energy and happens automatically when a melee attack hits. Each successful energy drain bestows one negative level If an attack that includes an energy drain scores a critical hit, it bestows 2 negative levels. A draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 the draining creature’s racial HD + the draining creature’s Cha modifier). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

Fearsome Speed (Ex)
This creature has improved DEX +2 and land speed (+10 ft base movement)

Flaying Touch (Su)
If a creature with this ability does 5 or more damage with a single natural attack, it tears a gaping wound that cause the victim to suffer Bleed:1 for 1d4 rounds.

Ghastly Flight (Su)
This creature sprouts decayed wings that increase the creatures effective size giving it a -1 size modifier to its AC. The creature gains the power of Flight at its base movement speed with poor maneuverability.

Ghastly Flight (Advanced) (Su)
The creature has become more adept at its wings granting it a +2 DEX doubling its flight speed and increasing the maneuverability to average

Grab Attack (Ex)
Prerequisite: a Slam attack; STR 17+
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage. Each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Influencing Gaze (Su)
The target must make a Will save. Failure indicates that the target is treated just as if it were under a suggestion spell, the effect lasts1 day or until the action is completed.

Leaper (Su)
This creature gains increased DEX +1 and a +20 bonus to all jump checks, with its jumping distance doubled.

Life Drinker (Su)
Prerequisite: Energy Drain
This being not only drains life it uses it to fuel its own power.For each level drained it gains an additional +5 HP (total of +10), +1 Atck +1 damage.

Life Slayer (Su)
Prerequisite: Animator; Brain Eater; Energy Drain
May attempt to instantly slay and reanimate a single living creature The creature gets a Fortitude save (DC 10+1/2 HD+Cha mod) to avoid the effect. If the save fails the victem is instantly slain and rises 1d4 rounds later as a juju zombie

Necrotic Blood (Ex)
Prerequisite: Necrotic Touch
Any creature that confirms a critical hit against the monster with a piercing or slashing melee weapon is sprayed with poison (see Poisonous Touch). (Melee weapons with reach don't endanger their users in this way.)

Necrotic Infusion (Su)
Prerequisite: Necrotic touch
The touch of this creature is infused with negative energy, when living creatures are struck this energy is transmitted to them burning through attacking the forces that animate their body. Victims must make a fort save or suffer 1 point of [Ability] damage per round until they are healed by a neutralize poison

Necrotic Touch (Su)
The natural Attacks of the creature contain a vile negative infused substance that does 1 point of Ability damage (STR) (CON) or (DEX) chosen when the ability is chosen. Type poison (injury); Save Fortitude DC (10+ 1/2 HD); Onset 1 round.; Frequency 1/round for 5 rounds Effect 1 [Ability] damage; Cure 1 save

Paralyzing Gaze (Su)
Prerequisite: Paralytic Touch
Anyone who meets the gaze of the creature must make a will save or be paralyzed for 1d4+1 minutes. This is a magical fear effect

Paralytic Touch (Su)
The creatures attack can paralyze the living. Any creature hit by the creatures natural weapons must make a Fortitude save or be paralyzed for a number of rounds equal to 1d6 + the undead HD. If the undead has less than 4HD it does not affect elves. The DC for the save is 10 + 1/2 HD + Cha Modifier)

Regeneration (Su)
This creatureis infused with greater Necrotic energy gaining a +1 CHA and fast healing equal to 1 per 2 Hit Dice it possesses (minimum 1).

Relentless Hunter (Ex)
Prerequisite: Fearsome Speed
These creatures hunts prey relentlessly gaining a +2 DEX, and a Climb speed equal to half the base creature’s land speed, and the scent special ability It also has a +4 racial bonus to Survival checks to track by smell.

Savage Teeth (Ex)
Prerequisite: Bite Attack
The creature does bite damage as if it were one size larger, and on a confirmed critical cause Bleed of 1d4.

Slam (Ex)
This creature gains a Slam attack. If it already has a slam attack it can make a second slam as part of a full round action.. The damage is based on the creatures size.

Spider Climb (Su)
This creatures improved DEX +2. allows it to climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Touch of Dread (Su)
Prerequisite: Dread Gaze
Those that are touched by the creature through either a natural attack or a touch attack must make a fortitude save or be stunned for 1 round. Stunned creatures cannot act and lose all dexterity bonus and the opponent gets a +2 bonus to attack them. Constructs , oozes, plants, undead, incorporeal creatures and creatures immune to critical cannot be stunned.

Undead Berserker (Ex)
The creature can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It also gains temporary hit points equal to 2/HD. These Temporary hit points are lost first.

Unholy Touch (Ex)
So evil is the touch of this creature that it deals +2d6 points of unholy (evil) damage to those of good alignment. This creature gains the bonus damage only when it uses natural attacks. It does not gain this damage when using other types of touch attacks.

Wraith Step (Su)
Prerequisite: Leaper
This creatures DEX (+2) and leap is supernatural granting an additional +10 to all jump checks and jumping distance is again doubled. Also gains the ability to cast feather fall as a free action on itself only.

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