Ringwraith template


Conversions


Finally got to work writing my Ringwraith template, which was discussed in a previous thread. I tried to make it as setting neutral as possible, so you could conceivably having these things running around in Golarion or your own setting. There's no reference to Sauron, The One Ring, athelas, Éowyn, or anything like that. The ringsense ability could be modified to include any magic item you choose, if you wanted to create a Staffwraith, for example. I looked at other templates (mostly the vampire and graveknight) to make sure the raw numbers were roughly balanced. Please look it over and let me know if the CR should be higher. I'm also worried that the "black breath" description is a little too wordy, but it had to be to get it to do exactly what I wanted to do. I didn't want to make it just a curse or a disease (as had been suggested), and I wanted to avoid duplicating the effects of any one spell (although crushing despair and nightmare were inspirations).

As always, I appreciate feedback, though I'm unlikely to make major changes at this point.

Creating a Ringwraith
“Ringwraith” is an acquired template that can be added to any living humanoid creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most ringwraiths were once humans. A ringwraith uses the base creature’s statistics and abilities except as noted here.
CR: Same as base creature +2.
Alignment: Any evil.
Type: The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.
Senses: A ringwraith gains blindsight 60 ft. and ringsense (see below). Ringwraiths cannot see normally.
Aura: A ringwraith eminates the following aura.
Dreadful Presence (Su): A ringwraith radiates a chilling aura that casues all enemies within 30 feet to take a -4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within the aura.
Armor Class: Natural armor improves by +4.
Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As an undead, a ringwraith uses its Charisma modifier to determine bonus hit points.
Defensive Abilities: A ringwraith gains channel resistance +2; DR 10/magic; and immunity to cold. A ringwraith also gains spell resistance equal to its augmented CR +11.
The ringwraith also gains the following ability.
Rejuvenation (Su): If a ringwraith is reduced to 0 hit points, it loses its corporeal form and returns to its master as quickly as possible. It gains a fly speed of 60 ft. (good). Once it reaches its master, a ringwraith is restored to corporeal form with full hit points in 1d10 days. If a ringwraith’s master is dead or on a different plane, the ringwraith instead returns to its master’s last known location or stronghold. Once there, it is restored to full power in 2d100 years. A ringwraith cannot be permanently slain unless the artifact that created it is destroyed, whereupon the ringwraith is also immediately destroyed.
Weapon Resistance (Su): Treat ringwraiths as incorporeal for all weapon attacks. Any non-magical weapon that hits a ringwraith (even if it does no damage) must make a Fortitude save or gain the broken condition.
Weaknesses: A ringwraith gains vulnerability to fire and spells with the good descriptor. A ringwraith also gains light sensitivity. Finally, ringwraiths have trouble crossing running water. A ringwraith must make a Will save (DC 20) to cross, and they or their mounts must move at half speed. For forded streams, the DC is 18, and for bridges, the DC is 15.
Attacks: A ringwraith gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the ringwraith’s size (Bestiary 302).
Special Attacks: A ringrwaith gains the following special attacks. Save DCs are equal to 10 + ½ the ringwraith’s HD + the ringwraith’s Charisma modifier unless otherwise noted.
Black Breath (Su): As a standard action, a ringwraith can exhale the black breath in a 30-foot cone. Alternatively, the ringwraith can create a 10-foot burst with a range of 100 feet. All creatures within the black breath must make a Will save or become shaken. If a creature is already shaken, it becomes frightened. This effect typically lasts a number of rounds equal to the ringwraith’s HD. However, a creature thus effected must then make a new Will save once every minute (10 rounds). If the creature fails this Will save, it takes 1d10 damage and falls unconscious. The creature retains any fear effects, regardless of their source or duration, until it regains consciousness, and natural healing does not occur. Every 24 hours thereafter, the creature takes another 1d10 damage and attempts another Will save to regain consciousness. The save DC is equal to 10 + ½ the ringwraith’s HD + the damage taken. This is a mind-affecting fear effect. It can be ended by a remove curse spell. A ringwraith can use this ability a number of times per day equal to its Charisma modifier.
Mournful Wail (Su): A ringwraith is forever cursed to be an unwilling thrall of its terrible master. It can emit a mournful wail as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become shaken for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves against the wail cannot be affected by the same ringwraith’s wail for 24 hours.
Special Qualities: A ringwraith gains the following.
Ringsense (Su): The ringwraith can detect magic rings by sense of smell within 10 feet per the item’s caster level. If the magic ring is also an artifact, this range becomes 10 miles per the item’s caster level. When the ringwraith detects a magic ring, the exact location of the source is not revealed, only its presence somewhere within the range. A ringwraith can take a standard action to locate the direction of the source. When the ringwraith is within 5 feet of the source, it pinpoints the source’s location.
Servant of the One (Su): All ringwraiths have a master, usually a powerful spellcaster or demigod, who uses an artifact in the ringwraith’s creation. A ringwraith’s master knows exactly where the ringwraith is at all times and can control its actions as if using a dominate monster spell. If a ringwraith’s master is killed or trapped on another plane, the ringwraith must work to resurrect or free its master, even if this requires years of planning, gathering resources, and manipulating other creatures.
Shadowy Form (Su): Ringwraiths exist partially on the Plane of Shadow. They must be given corporeal form and clothing by their master in order to interact with the material plane. Its corporeal body is invisible, and it cannot remove the clothing bestowed by its master while it is in corporeal form. A ringwraith can voluntarily shed its form to become incorporeal. It loses all powers and abilities and cannot interact with the material plane in any way, save through its blindsense and dreadful presense. A ringwraith in incorporeal form gains a fly speed of 60 ft. (good).
Ability Scores: Str +6, Int +4, Wis -2, Cha +6. As an undead creature, a ringwraith has no Constitution score.
Skills: A ringwraith gains a +8 racial bonus on Intimidate, Ride and Stealth checks.
Feats: Ringwraiths gain Improved Initiative, Mounted Combat, Ride-By Attack, and Toughess as bonus feats.


I would replace regular blindsight with either lifesense or spiritsight as per psychopomps ability.

Note that DR is mostly redundant - as incorporeal creature your ringwraith cannot be harmed by non-magical sources of damage. I would grant it something like DR 10/elven steel* or good. Or maybe DR 10/silver and good for non middle-earth games.


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Liberty's Edge

I've been wanting one of these since late 3.5, but never managed a good version. This looks good. I agree with Drejk, however, that the DR/Magic is redundant due to the Weapon Resistance ability.


Drejk wrote:
Note that DR is mostly redundant - as incorporeal creature your ringwraith cannot be harmed by non-magical sources of damage. I would grant it something like DR 10/elven steel* or good. Or maybe DR 10/silver and good for non middle-earth games.

Ah, can't believe I missed that. Change it to DR 10/good. Éowyn's sword wasn't silver or Elven-steel, and Merry's sword was forged by Men of Cardolan, enemies of the Witch-King of Angmar.


Right, I forgot that daggers Merry, Pipin and Sam had were from Cardolan barrow.

I think that MERP listed some special qualities to cardolan steel but let not enter into that way as MERP/Rolemaster had some special qualities for dozens of metals.


Drejk wrote:
MERP/Rolemaster had some special qualities for dozens of metals.

If you happen to possess such books, perhaps you could Pathfinderize them for us...

Also liking the template. and I don't have RWs.

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