The unique nature of the New World and rituals of the LizardFolk have created a unique form of Undead. The rulers of the City of the Dead commonly use them as guards. These undead are usually raised from the ranks of LizardFolk who have completed the necessary rituals, usually fighters or barbarians. Paladins who become Darklight Undead are subject to the same modifications as are presented for the blackguard in Chapter 2 of the Dungeon Masters Guide.
A Darklight Undead’s physical form is identical to the one it had before the transition, together with that of any clothing and equipment it carried in its life before. The skin becomes a leaden grey, and the eyes now pulse with a black radiance. Occasionally, wisps of black vapour can be seen to drift from the creature’s mouth.
Creating a Darklight Undead
"Darklight Undead" is a template that can be added to any humanoid creature of 6th level or higher (referred to hereafter as the character).
The character’s type changes to Undead. It uses all the character’s statistics and special abilities except as noted here.
Hit Dice: All the character’s Hit Dice (current and future) become d12s.
Speed: Same as the character.
AC: The Darklight Undead has +5 natural armor, or the character’s natural armor, whichever is better.
Attacks: Darklight Undead usually fight with martial weapons, but if disarmed they will use a touch attack.
Damage: The Darklight Undead’s touch attack uses negative energy to deal damage equal to 1d4 + the Darklight Undead’s Charisma bonus to living creatures. Each successful touch attack also deals 1 point of Constitution damage. A Will save (DC 10 + 1/2 Darklight Undead’s HD + Darklight Undead’s Charisma modifier) reduces the damage by half and negates the Constitution damage. Characters with natural attacks can use their natural weaponry or use the touch attack, as they prefer.
Spells: A Darklight Undead can cast any spells it could while alive, unless alignment restrictions prohibit the casting of a particular spell.
Darklight Vapour (Su): Once a day a Darklight Undead can exhale a cloud of chilling black vapour similar to the fog cloud spell, except as follows. The vapour’s area is a 20-foot high spread with a 30-foot radius. Within this area, all sight, including darkvision, is limited to 5 feet. A creature within 5 feet has one half concealment (attacks against it have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). Any creature attempting to move through the vapour progresses at one-tenth normal speed, and each of its melee attack and melee damage rolls incurs a -2 circumstance penalty. A Darklight Vapour prevents effective ranged weapon attacks, except for magic rays and the like. Creature within this fog must make DC 14 Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. A severe wind (31+ mph) disperses these vapours in 1d2 rounds; otherwise, the effect lasts for 3d6+1 rounds. The Darklight Undead is not impeded by its own vapour, so it can move and fight within the fog freely.
Create Spawn (Su): Any humanoid slain by the touch attack of a DarkLight Undead, or by their Darklight Vapour ability, becomes a wraith in 1d4 rounds. The body remains intact and inanimate, but the spirit is torn free from its corpse and transformed. These spawn are under the command of the DarkLight Undead that created them and remain enslaved until a "true" death. They do not possess any of the abilities they had in life.
Death Throes: A Darklight Undead reduced to 0 HP explodes in a cloud of vapour. The effects are similar to that of the Darklight vapour ability above.
Gaseous Form (Su): As a standard action, a Darklight Undead can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect manoeuvrability.
Spell Resistance (Su): A Darklight Undead gains spell resistance 20 +1 per character’s level beyond 10th.
Spider Climb (Ex): A Darklight Undead can climb sheer surfaces as though with a spider climb spell.
Turn Immunity (Ex): A Darklight Undead cannot be turned. It can be banished with holy word, however, just as if it were an evil outsider. (The banished Darklight Undead returns to the City of the Dead).
Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a Darklight Undead at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Saves: Same as character.
Abilities: A Darklight Undead gains +4 to Strength and +2 to both Wisdom and Charisma. Being undead, it has no Constitution score.
Skills: Same as character.
Feats: Same as character.
Climate/ Terrain: Any land and underground.
Organization: Solitary or troupe.
Challenge Rating: Same as character +5.
Alignment: Usually Neutral Evil.
Advancement: Darklight Undead continue to advance in level as per their original class.
Level Adjustment: +5
Darklight Undead Characters
A Darklight Undead PC's effective character level (ECL) is equal to the creature’s character level +5; thus a 7th level fighter Darklight Undead has an ECL of 12 and is the equivalent of a 12th level character.
A character with ability to spontaneously cast cure spells who becomes a Darklight Undead loses that ability, but gains the ability to spontaneously cast inflict spells.
A Sample Darklight Undead
This uses a 7th level LizardFolk fighter as the basis:
Lokee, Male Lizardfolk(Humanoid2/Ftr4)
CR 8; Medium Undead (Reptilian);
HD: 2d12(Humanoid) , 4d12(Fighter) ; hp 32;
AC:17 (Flatfooted:15 Touch:12);
Atk: +10 base melee, +7 base ranged; +10/+5 (1d4+5, 2 Claw; 1d4+2, Bite); +12 (1d8+9, Spear, Masterwork);
SA: Darklight Vapor (Su); Unnatural Aura (Su)
SQ: Hold Breath (Ex), Subtype: Reptilian, Immunity: Cold (Ex), Immunity: Electricity (Ex), Immunity: Polymorph (Ex), Damage Reduction (Su): 10/Magic, Immunity: Turning (Ex); Create Spawn (Su); Death Throes; Gaseous Form (Su); Spider Climb (Su)
SV: Fort +4, Ref +6, Will +2;
Abilities: STR 21, DEX 14, CON --, INT 10, WIS 12, CHA 10.
Skills: Balance +6, Climb +7, Handle Animal +2, Hide +4.5, Intimidate +2, Jump +11, Ride +4, Swim +11.
Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Dodge, Improved Initiative, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus: Spear, Weapon Specialization: Spear.
Possessions:Spear (Masterwork), Shield (heavy wooden).