Rynald of Zath, the Serpent-Tongued
CR 15 XP: 51,200Male unhallowed faithless knight human fighter 8/ranger 4
N Medium undead (augmented human)
Init +5; Senses Perception +23
AC 29, touch 15, flat-footed 24 (+9 armor, +5 natural, +5 Dex)
HP 126 (12d12+48)
Fort +10, Ref +10, Will +4
Speed 60 ft.
Melee greatsword +2O/+15/+lO (2d6+9/19-20)
Ranged composite longbow +19/+14/+9 (1d8+7/x3)
Str 20, Dex 21, Con -, Int 12, Wis 12, Cha 18
Base Atk +12; CMB +17; CMD 32
Feats Alertness, Cleave, Endurance, Manyshot, Mounted Combat, Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot, Supernatural Tracker, Weapon Focus (greatsword, composite longbow), Weapon Specialization (greatsword, composite longbow)
Skills Acrobatics +16, Climb +14, Craft (weapons) +11, Handle Animal +16, Perception +23, Ride +20, Sense Motive +3, Stealth +16
Gear +1 full plate, +2 greatsword of wounding, +1 composite longbow (for Str 20)
Environment any land
Organization solitary
Cursed Weapon (Su) The Fortitude save against this faithless knight's cursed weapon ability is 20, as is the Will save against his fear aura ability.
Roll d6 to determine the effect.
d6 Result
1 1 Strength damage
2 1 Dexterity damage
3 1 Constitution damage
4–6 Gain 1–3 negative levels
The faithless knight was once a bold and noble warrior who, in a moment of rashness or passion, committed an act of terrible cowardice or dishonor so great that it violated the most essential tenets of his patron deity’s faith. Now the craven fiend travels the world spreading terror and pain, drowning innocent kingdoms in blood and leading many young knights to their doom.
The faithless knight appears as a hideous, near-skeleta1 corpse, its skin gleaming an unholy greenish-white. It wears enchanted plate armor and clothes that were once of the finest quality, now rotted and pitted by years of pitiless campaigning. Most times, the knight also rides terrible black warhorse, caparisoned in matching armor, or, in much more rare cases, has a bloodmare as his steed. Occasionally, a particularly mighty knight may also have a pack of hellhounds or even blight wolves at his heels.
These dark warriors plague the living in many ways, some leading huge war bands of evil creatures on crusades of conquest, others operating alone, bringing whole kingdoms to ruin by corrupting their knights and slaughtering the rest on the battlefield.
With its fearsome powers and terrible weapons, the faithless knight is a veritable engine of destruction, scything through ranks of warriors like so much ripe wheat. Most importantly, these warriors are utterly ruthless and dishonorable, thinking nothing of murdering an unarmed or helpless foe or using a hostage as a shield
Sometimes, perhaps once in a hundred years, a child is born bearing signs that he or she is beloved of the gods. She may be stronger, smarter, swifter or more beautiful than any other child. Above all, she is gifted with abundant blessings and is clearly destined for greatness in the fullness of time. These souls go on to become mighty warriors, legendary paramours, silver-tongued thieves or righteous holy men, meant to share their talents with those in need.
It is a fundamental truth of the universe that the gods expect much of those to whom they give the greatest gifts. Sometimes that trust is betrayed. With a single act, these blessed individuals turn their backs on their sacred pacts with the gods and heed the call of self-interest and evil.
People are fallible, and power can corrupt. Not everyone is up to the challenges of a disciplined and compassionate life, and the temptations of base nature are always present. Usually, once these heroes lose their way and use their mighty skills to indulge their dark sides, there is no turning back. Such a violation of sacred trust earns them the eternal enmity of the gods. When these fallen souls reach the end of their lives, nothing but an eternity of torment awaits them.
Along with all the gods’ wonderful gifts comes an equally powerful ego, and many corrupted heroes do not go so easily into the afterlife. They linger in the world of the living by sheer black will. The more their bodies rot, the more they cling to their physical existence, knowing that everything they feel is just a pale shadow of the punishments that await them.
These tormented spirits, called the Unhallowed because of their abandonment by the gods, are very powerful undead creatures whose influence can bring ruin not just to individuals, but to entire kingdoms. These creatures often worm their way into the ruling families of a land, spreading their corruption like a cancer until the entire kingdom is plunged into years of horror and despair.
The Unhallowed cannot be destroyed by sword or spell alone; their crimes must be exposed before the gods and their unholy will, broken before their protection can be stripped away and justice served. The first step in laying one of these creatures to rest is to learn its true name and the terrible act committed that set its feet on the path of evil. This discovery alone can be the object of a major quest, as these spirits frequently roam from place to place, far from the lands of their birth; many are centuries or millennia old, their exploits now only fragments of forgotten lore. If and when this knowledge is uncovered, the creature must be confronted in a holy place, its name and crime spoken aloud to call the attention of the gods. Once this is done, the being may be fought and destroyed, but even then the battle is certain to be bloody and grim.
Stories and accusations abound regarding the Unhallowed among the ranks of the living in the Scarred Lands. Perhaps the most persuasive case is made for Tankaras the Tortured, the present leader of the pirates of Bloodport. An often-told rumor relates that King Virduk himself is an Unhallowed, or in the very least his young wife Queen Geleeda is one. And there are always accusations among the clerics of Vesh that one or the other of them has stolen from the true path of Corean.
Rynald was a valiant warrior and, woodsman in the north of Zath. He and his younger brother Brion grew up in the troubled times at the onset of the Divine War, and eagerly pledged their loyalty to the banner of the Great General. From such close proximity to the divine, and a true fervor for their cause, both Brion and Rynald became potent forces for the divine armies. They spent the ensuing years fighting side by side against hordes of titanspawn and bringing the word of Chardun to those villages they passed.
In what would be his last battle for Chardun, Rynald fell to the venemous asaatthi blades of the minions of the Hag-Queen. While Brion almost himself died fighting to save him, the snake men escaped with their captives and brought Rynald back to work as a slave. Though Rynald tried to resist doing the bidding of his captors, he wasn’t permitted even the luxury of ending his own life. Rynald spent years this way, serving Asaatthi masters in their war against his god.
As time passed, Rynald discovered that though he had been eager to give his life for the Slaver, he was willing to do anything necessary to not be enslaved. It was then, during the final crucial days of the Divine War, that Rynald made his offer. He would personally lead a horde of asaatthi, glamered to appear like human warriors, into the heart of the main Chardunite camp. Using his reputation, he could convince the Great General’s army that he had freed himself and was bringing in fresh reinforcements. It was a plan that could turn the tide of the war, and the Asaatthi accepted Rynald’s assistance in exchange - for the promise of his freedom.
The betrayal was carried out, and as his former comrades at arms cheered, Rynald marched 5,000 armed asaatthi past the Chardunite defenses. During the ensuing slaughter, he finally received his freedom-death at the blade of his brother. But Rynald found no peace in death. Though the skeletal visage wearing Rynald’s armor has been seen fighting alongside asaatthi forces, the followers of the Slaver still make good use of the tale of Rynald; a lesson to those enslaved who heedlessly seek freedom.
Unhallowed, Faithless Knight
CR 8 XP: 4,800Male human faithless knight (Creature Collection Revised 228) fallen paladin 7
LE Medium undead (augmented human)
Init +7; Senses darkvision 60 ft.; Perception +1
Aura fear (60 ft., DC 18)
AC 26, touch 13, flat-footed 23 (+9 armor, +2 natural, +2 shield, +3 Dex)
HP 85 (7d10+42)
Fort +12, Ref +5, Will +6
Defensive Abilities rejuvenation
Speed 50 ft.
Melee +1 longsword +15/+10 (1d8+7/19–20 plus cursed weapon)
Special Attacks cursed weapon
During Combat Cursed Weapon
Roll d6 to determine the effect.
d6 Result
1 1 Strength damage
2 1 Dexterity damage
3 1 Constitution damage
4–6 Gain 1–3 negative levels
Str 22, Dex 17, Con -, Int 14, Wis 12, Cha 20
Base Atk +7; CMB +13; CMD 26
Feats Great Fortitude, Improved Initiative, Mounted Combat, Power Attack, Weapon Focus (longsword)
Skills Diplomacy +5, Intimidate +5, Knowledge (nobility, religion) +2, Perception +1, Ride +3, Sense Motive +1
Languages Celestial, Common, Giant
Gear +1 half-plate, masterwork heavy steel shield, +1 longsword
Cursed Weapon (Su) The faithless knight’s weapon is infused with the dark powers that cursed him. On a successful hit with the weapon, the victim must make a DC 18 Fortitude save or suffer one of the following effects in addition to the weapon’s normal damage. This property only functions in the hands of the faithless knight. The ability damage and negative levels can be removed in the normal fashion. The save DC is Charisma-based.
Rejuvenation (Su) Until confronted for its crimes on holy ground, a faithless knight cannot be destroyed. If reduced to 0 hit points, it simply vanishes along with all its equipment and reforms on the following night. Its equipment remains behind when it is finally laid to rest.
The faithless knight was once a bold and noble warrior who, in a moment of rashness or passion, committed an act of terrible cowardice or dishonor so great that it violated the most essential tenets of his patron deity’s faith. Now the craven fiend travels the world spreading terror and pain, drowning innocent kingdoms in blood and leading many young knights to their doom.
The faithless knight appears as a hideous, near-skeleta1 corpse, its skin gleaming an unholy greenish-white. It wears enchanted plate armor and clothes that were once of the finest quality, now rotted and pitted by years of pitiless campaigning. Most times, the knight also rides terrible black warhorse, caparisoned in matching armor, or, in much more rare cases, has a bloodmare as his steed. Occasionally, a particularly mighty knight may also have a pack of hellhounds or even blight wolves at his heels.
These dark warriors plague the living in many ways, some leading huge war bands of evil creatures on crusades of conquest, others operating alone, bringing whole kingdoms to ruin by corrupting their knights and slaughtering the rest on the battlefield.
With its fearsome powers and terrible weapons, the faithless knight is a veritable engine of destruction, scything through ranks of warriors like so much ripe wheat. Most importantly, these warriors are utterly ruthless and dishonorable, thinking nothing of murdering an unarmed or helpless foe or using a hostage as a shield
Sometimes, perhaps once in a hundred years, a child is born bearing signs that he or she is beloved of the gods. She may be stronger, smarter, swifter or more beautiful than any other child. Above all, she is gifted with abundant blessings and is clearly destined for greatness in the fullness of time. These souls go on to become mighty warriors, legendary paramours, silver-tongued thieves or righteous holy men, meant to share their talents with those in need.
It is a fundamental truth of the universe that the gods expect much of those to whom they give the greatest gifts. Sometimes that trust is betrayed. With a single act, these blessed individuals turn their backs on their sacred pacts with the gods and heed the call of self-interest and evil.
People are fallible, and power can corrupt. Not everyone is up to the challenges of a disciplined and compassionate life, and the temptations of base nature are always present. Usually, once these heroes lose their way and use their mighty skills to indulge their dark sides, there is no turning back. Such a violation of sacred trust earns them the eternal enmity of the gods. When these fallen souls reach the end of their lives, nothing but an eternity of torment awaits them.
Along with all the gods’ wonderful gifts comes an equally powerful ego, and many corrupted heroes do not go so easily into the afterlife. They linger in the world of the living by sheer black will. The more their bodies rot, the more they cling to their physical existence, knowing that everything they feel is just a pale shadow of the punishments that await them.
These tormented spirits, called the Unhallowed because of their abandonment by the gods, are very powerful undead creatures whose influence can bring ruin not just to individuals, but to entire kingdoms. These creatures often worm their way into the ruling families of a land, spreading their corruption like a cancer until the entire kingdom is plunged into years of horror and despair.
The Unhallowed cannot be destroyed by sword or spell alone; their crimes must be exposed before the gods and their unholy will, broken before their protection can be stripped away and justice served. The first step in laying one of these creatures to rest is to learn its true name and the terrible act committed that set its feet on the path of evil. This discovery alone can be the object of a major quest, as these spirits frequently roam from place to place, far from the lands of their birth; many are centuries or millennia old, their exploits now only fragments of forgotten lore. If and when this knowledge is uncovered, the creature must be confronted in a holy place, its name and crime spoken aloud to call the attention of the gods. Once this is done, the being may be fought and destroyed, but even then the battle is certain to be bloody and grim.
Stories and accusations abound regarding the Unhallowed among the ranks of the living in the Scarred Lands. Perhaps the most persuasive case is made for Tankaras the Tortured, the present leader of the pirates of Bloodport. An often-told rumor relates that King Virduk himself is an Unhallowed, or in the very least his young wife Queen Geleeda is one. And there are always accusations among the clerics of Vesh that one or the other of them has stolen from the true path of Corean.
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