Necropolitan (3.5e Template)
Description
Necropolitans are humanoids who renounce life and embrace undeath in a special ritual called the Ritual of Crucimigration (see below).
A necropolitan’s skin is dry, withered, and powdery. Its eyes are as pale as driven snow, and as lifeless. It continues to dress in the fashion it preferred while living. Necropolitans are considered citizens of the little-known city of Nocturnus, but if their nature is revealed elsewhere, they are feared and hunted like common monsters.
Sample Necropolitan
This withered human has eyes so blue they are more accurately described as white, as if drained of color and life. The figure wears severe black clothing and clutches a thin wand in one gnarled hand.
This example uses a 5th-level human wizard as the character.
Necropolitan, 5th-level Human Wizard
Necropolitan, 5th-Level Human Wizard | |
---|---|
Size/Type: | Medium Undead (Augmented Humanoid) |
Hit Dice: | 5d12 (32 hp) |
Initiative: | +2 |
Speed: | 30 ft. (6 squares) |
Armor Class: | 17 (+2 Dex, +4 mage armor, +1 deflection), touch 13, flat-footed 15 |
Base Attack/Grapple: | +2/+1 |
Attack: | Quarterstaff +1 melee (1d6–1) |
Full Attack: | Quarterstaff +1 melee (1d6–1) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Spells |
Special Qualities: | Darkvision 60 ft., resist control, undead traits, unnatural resilience, +2 turn resistance |
Saves: | Fort +1, Ref +3, Will +5 |
Abilities: | Str 8, Dex 14, Con —, Int 16, Wis 13, Cha 12 |
Skills: | Concentration +8 (+12 casting defensively), Decipher Script +9, Knowledge (arcana) +11, Spellcraft +15, Use Magic Device +5 (+9 using scrolls) |
Feats: | Brew Potion, Combat Casting, Magical Aptitude, Scribe Scroll |
Environment: | Any |
Organization: | Solitary, pair, or group (3–5) |
Challenge Rating: | 5 |
Treasure: | Standard |
Alignment: | Neutral |
Advancement: | By character class |
Level Adjustment: | — |
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Resist Control (Ex): Necropolitans have a +2 profane bonus on their Will saving throws to resist the effect of a control undead spell.
Unnatural Resilience (Ex): Necropolitans automatically heal hit point damage and ability damage at the same rate as a living creature. The Heal skill has no effect on necropolitans; however, negative energy (such as an inflict spell) heals them.
Wizard Spells Prepared (caster level 5th): 0—daze (DC 13), detect magic, ghost sound (DC 13), touch of fatigue (+1 melee touch; DC 13); 1st—color spray (DC 14), expeditious retreat, mage armor, magic missile; 2nd—false life, flaming sphere (DC 15), web (DC 15); 3rd—deep slumber (DC 16), lightning bolt (DC 16).
Possessions: ring of protection +1, wand of hold person (20 charges), brooch of shielding (60 points remaining), arcane scroll of dispel magic, arcane scroll of fly, 20 pp.
Creating A Necropolitan
Necropolitan is an acquired template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the base creature).
A necropolitan speaks any languages it knew in life, and it has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead, and it gains the augmented subtype. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase to d12.
Special Qualities: A necropolitan retains all the special qualities of the base creature and gains those described below.
Resist Control (Ex): Necropolitans have a +2 profane bonus on their Will saving throws to resist the effect of a control undead spell.
Turn Resistance (Ex): A necropolitan has +2 turn resistance.
Unnatural Resilience (Ex): Necropolitans automatically heal hit point damage and ability damage at the same rate as a living creature. The Heal skill has no effect on necropolitans; however, negative energy (such as an inflict spell) heals them.
Abilities: Same as the base creature, except that as undead creatures, necropolitans have no Constitution score.
Advancement: By character class.
Level Adjustment: Same as the base creature. (Becoming a necropolitan involves losing a level—see Ritual of Crucimigration below—so the advantages of the undead type cancel out what would other wise be a larger adjustment.)
Ritual of Crucimigration
Any living humanoid or monstrous humanoid can petition for consideration to undergo the Ritual of Crucimigration, which (if successful) enables the creature to become a necropolitan. The petition for consideration requires a fee of 3,000 gp and a written plea.
The Ritual: The first part of the ritual requires the placement of the petitioner on a standing pole. Cursed nails are used to affix the petitioner, and then the pole is lifted into place. The resultant excruciating pain that shoots like molten metal through the petitioner’s fingers and up the arms is not what finally ends the petitioner’s mortal life, however, since death usually comes from asphyxiation and heart failure. As petitioners feel death’s chill enter their bodies, many have second thoughts, but it is far too late to go back—the cursed nails and chanting of the ritual ensures that the Crucimigration is completed.
The ceremony lasts for 24 hours—the usual time it takes for the petitioner to perish. During this period, two or three zombie servitors keep up a chant initiated by the ritual leader when the petitioner is first placed into position. Upon hearing the petitioner’s last breath, the ritual leader calls forth the names of evil powers and gods to forge a link with the Negative Energy Plane, and then impales the petitioner. Dying, the petitioner is reborn as a necropolitan, dead but animate.
Game Effect: Immediately upon opening its undead eyes, a new necropolitan loses a level as if the spell raise dead had been used on it and it was alive instead of animate. (If the subject has no levels to lose, it is simply destroyed.) It then also loses an additional 1,000 XP. If the loss of this much XP forces the necropolitan to lose another level, then it loses another level. No spell, not even restoration, can restore this lost XP. Petitioners may not spend experience points they don’t have—if the level loss and the 1,000 XP cost drains a creature to 0 XP or less, it is destroyed, turned to dust, and can never be raised or revived again using any means. If the ritual is interrupted before it is completed, the petitioner is merely dead.
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