Lord Soth, Death Knight
D&D 3e (3.0/3.5) Rules
* Includes -5 armour check penalty
Lord Soth, a death knight, speaks with a hollow, chilling voice. His eyes glow red behind the vicor of his helm, and he wears Solamnic plate that is blackened, charred, and melted as as though it had been in a fire. Soth's emblem, a black rose, can be seen emroidered on his clothing and embossed on his armour.
Lord Soth often behaves according to the ethos of the Solamnic Knights, but adheres to the Oath and Measure as a mockery of honour.
Lord Soth stands six feet and five inches tall, and weighs 300 lb. He speaks Common and Solamnic.
Lord Soth fights according to the rules of chivalry, dismounting to fight a man afoot, sheathing his sword to fight one who is unarmed, and so forth. These gestures are bald-faced mockeries, for the death knight's awesome powers make such concessions worthless. In melee, Soth strikes with a +3 greatsword of wounding and is protected by +3 Solamnic plate armour.
Lord Soth is often accompanied by a nightmare steed, thirteen companion banshees, and a unit of thirteen skeletal warriors mounted on undead horses. With such allies, Lord Soth is truly a force to be reckoned with.
Control Undead (Su): Lord Soth can rebuke or command undead as a 9th-level evil cleric.
Fear Aura (Su): Lord Soth constantly generates an aura of fear and terror in a 5-foot radius. Creatures that come within this area must succeed at a Will save or be affected as though by fear cast by a 20th-level sorcerer (Will save negates, DC 17).
Frightful Song (Su): Lord Soth can sing as a full-round action. All living creatures within a 30-foot spread must succeed at a Will save (DC 17) or become panicked for the duration of the singing plus an additional 2d4 rounds. This is a sonic, necromantic, mind-affecting fear effect. A creature that successfully saves against the song cannot be affected by Lord Soth's song until the next sunset.
Spell-Like Powers (Sp): At will—detect invisibility, detect magic, wall of ice. 2/day—dispel magic. 1/day —fireball (20d6), symbol (fear or pain). These are as the spells cast by a 20th-level sorcerer (save DC 13 + spell level).
Words of Power (Sp): Once per day, Lord Soth can use either power word, blind, power word, kill, or power word, stun. These are as the spells cast by a 20th-level sorcerer (save DC 13 + spell level).
Blindsight (Ex): Lord Soth can ascertain the location of creatures by non-visual means, even in magical darkness.
Immunities (Ex): Cold, electricity, and polymorph effects.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Skills: +8 racial bonus to Intimidate, Listen, Move Silently, Search, Sense Motive, and Spot checks.
Lord Soth's Brigade
Nightmare (1): CR 5; Large Outsider (Evil); HD 6d8+18; hp 45; Init +6 (+2 Dex, +4 Improved Initiative); Spd 40 ft., fly 90 ft. (good); AC 24 (-1 size, +2 Dex, +13 natural); Atk +9 melee (1d8+4, 2 hooves), +4 melee (1d8+2, bite); Face 5 ft. by 10 ft.; Reach 5 ft. ft.; SA Flaming hooves, smoke; SQ Astral projection, etherealness; AL NE; SV Fort +8, Ref +7, Will +6; Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12.
Skills: Intuit Direction +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12
Feats: Alertness, Improved Initiative
Flaming Hooves (Su): A blow from a nightmare's hooves sets combustibles alight.
Smoke (Su): 15-foot cone of smoke inflicts -2 morale penalty to opponents' attack and damage rolls until 1d6 minutes after they leave the cone (Fortitude save negates, DC 16). The nightmare gains one-half concealment against creatures 5 ft. away and total concealment against creatures 10 ft. away. This smoke does not obscure the nightmare's vision, and can be suppressed as a free action.
Banshees (13): CR 8; Medium-size Undead (Incorporeal); HD 7d12; hp 46; Init +7 (Dex, Improved Initiative); Spd 40 ft., fly 40 ft (good); AC 20 (+3 Dex, +7 deflection); Atk +6 touch (1d8, corrupting touch); Face 5 ft. by 5 ft.; Reach 5 ft. ft.; SA Corrupting touch, fear aura, keen; SQ Elf qualities, immunities, sense living, sunlight powerlessness, turn resistance +4, SR 21; AL CE; SV Fort +2, Ref +5, Will +8; Str —, Dex 16, Con —, Int 16, Wis 10, Cha 16.
Skills: Appraise +13, Hide +13, Intuit Direction +10, Listen +14, Search +15, Spot +14
Feats: Alertness, Blind-Fight, Flyby Attack, Improved Initiative
Fear Aura (Su): The mere sight of a banshee causes opponents to flee in terror. All living creatures in a 60-foot radius who look at the banshee must succeed at a Will save (DC 16) or be affected as though by fear cast by a 7th-level sorcerer.
Keen (Su): Once per day, a banshee can keen or wail, causing all living creatures within 30 feet to die immediately, their faces contorted in horror (Fortitude save negates, DC 16).
Immunities (Ex): Cold and electricity.
Skeletal Warriors (13): CR 6; Medium-size Undead; HD 9d12; hp 60; Init +2 (Dex); Spd 20; AC 17 (+2 Dex, +5 chainmail); Atk +9 melee (2d6+8, greatsword); Face 5 ft. by 5 ft.; Reach 5 ft. ft.; SA Fear aura; SQ Damage reduction 10/+1, golden circlet, SR 28, turn resistance +4; AL NE; SV Fort +3, Ref +5, Will +9; Str 18, Dex 14, Con —, Int 16, Wis 16, Cha 12.
Skills: Climb +10, Intuit Direction +10, Listen +9, Move Silently +9, Ride +10, Scry +8, Search +15, Spot +15
Feats: Combat Reflexes, Dodge, Mobility, Spring Attack, Weapon Focus (Greatsword), Weapon Specialisation (Greatsword)
Fear Aura (Su): Skeletal warriors are shrouded in an aura of death and terror. Creatures of less than 5 HD that look at the skeleton warrior must succeed at a Will save (DC 15) or be affected as though by fear cast by a 9th-level sorcerer.
Skeleton Horse (13): CR 1; Large Undead; HD 2d12; hp 13; Init +5 (Dex, Improved Initiative); Spd 60 ft.; AC 13 (-1 size, +1 Dex, +3 natural); Atk +2 melee (1d6+2, 2 hooves); Face 5 ft. by 10 ft.; Reach 5 ft. ft.; SQ Undead, immunities; AL N; SV Fort +0, Ref +1, Will +3; Str 14, Dex 12, Con —, Int —, Wis 10, Cha 11.
Feats: Improved Initiative
Immunities (Ex): Skeleton horses have cold immunity. Because they lack flesh or internal organs, they take only half damage from piercing or slashing weapons.
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