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Foursaken Templates

August 5th, 2010

Justin Holloway

Foursaken Feature Archive

            Welcome to Foursaken Feature, where we’ll provide you with additional content for you to use in your 4th edition D&D adventures. This week I have 4th edition versions of the Einherjar, Noseferatu, and Psychic Vampire templates.


Einherjar
            Tales of warriors who died with one quest yet unfinished and rose from the grave to continue their pursuing their epic goal are as old as time. These tales are about beings known as einherjar. The einherjar are infused with the essence of the Astral Sea.

            “Einherjar” is a template you can apply to any humanoid creature. If you are modifying a nonplayer character, this template works best with the fighter, paladin, and ranger classes.

Prerequisite: Humanoid

Einherjar
Elite Soldier
Humanoid                                                                                                                           XP Elite
Senses Darkvision
Defenses +1 AC; +1 Fortitude, +1 Reflex, +1 Will
Resist 5 to all damage
Saving Throws +2
Action Point 1
Hit Points +8 per level + Constitution score
POWERS
Indomitable Presence
Every time an einherjar attacks an enemy, whether the attack hits or misses, it marks that target. The mark lasts until the end of the einherjar’s next turn. When a target is marked, it takes a –2 penalty to attack rolls if the attack doesn’t include the einherjar as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
In addition, whenever a marked enemy that is adjacent to the einherjar shifts or makes an attack that does not include the einherjar, the einherjar can make a basic melee attack against that enemy as an immediate interrupt.
Oversoul Fury (when first bloodied; encounter) ✦ Healing
The einherjar gains regeneration 5 and gains a +2 power bonus to damage rolls with all attacks until it is no longer bloodied or drops to 0 hitpoints.
This bonus increases to +4 at 11th level and +6 at 21st level.
Level 21: Regeneration 10
Undying Discorporation (when reduced to 0 hit points; daily)
The einherjar discorporates and reforms in 2d4 days at the last place they considered home.
Undying Purpose
Einherjar all have a single specific purpose that is obtainable and has a concrete end point. Once this end point has been reached they pass on into the afterlife.

 

 

Nosferatu
            Nosferatus are powerful and dangerous undead villains. Nosferatu are corpses possessed by malevolent fiends who desire nothing more than to spread disease and suffering through the mortal world. They draw sustenance from blood, but most of their powers come from their ability to control diseases.

“Nosferatu” is a template you can apply to any humanoid creature of 11th level or higher. A nosferatu’s appearance is so twisted that no one can look upon it and not realize that it is an undead monstrosity.

Prerequisite: Humanoid, level 11

Nosferatu                                                                                   Elite Controller or Skirmisher
Humanoid (undead)                                                                                            XP Elite
Senses Darkvision
Defenses +2 AC; +2 Fortitude, +2 Reflex, +2 Will
Immune disease, poison
Resist 5 necrotic at 1st level, 10 necrotic at 11th level, 15 necrotic at 21st level
Vulnerable radiant 10
Saving Throws +2
Action Point 1
Hit Points +8 per level + Constitution score
Regeneration 10 (regeneration does not function while the nosferatu is exposed to direct sunlight, instead it takes damage equal to its regeneration amount)
POWERS
Blood Drain (standard, encounter; recharges when an adjacent creature becomes bloodied) ✦ Healing
Requires combat advantage. Level + 2 vs. Fortitude; 2d12 + Charisma modifier damage, and the target is weakened (save ends), and the vampire lord heals hit points equal to one-quarter of its normal total.
Diseased Touch (standard; at will) ✦ Necrotic
Level + 5 vs. AC; 2d8 + Charisma modifier necrotic damage, and the target contracts phage rot. Phage rot’s level is equal to the nosferatu’s level.

Phage Rot                                                                                                  Level 8+ Disease
Attack: See nosferatu template.
A cancerous growth starts to grow at the point of impact, it slowly consumes your flesh until there is only a cancerous mass of flesh, that congeals into a ghoulish form.
Endurance: improve DC 15 + two-thirds nosferatu’s level, maintain DC 10 + two-thirds nosferatu’s level, worsen DC 9 + two-thirds nosferatu’s level or lower.

Initial Effect: The target regains only half the normal number of hit points from healing effects.

Worsens To: The target regains only half the normal number of hit points from healing effects. In addition, it takes 10 necrotic damage, which cannot be healed until the target is cured of the disease.

Final State: The target dies and is raised as a ghoul. If the nosferatu is level 21+ they are instead raised as an abyssal ghoul.

 

Psychic Vampire (Leannashe)
            Psychic vampires are humanoids who are able to tap into the life force of others, feeding on innocents in order to fuel their own latent psionic powers. They appear like normal members of their race, though they are usually somewhat more beautiful.

“Psychic Vampire” is a template you can apply to any humanoid creature.

Prerequisite: Humanoid

Psychic Vampire                                                                     Elite Controller or Skirmisher
Humanoid                                                                                                      XP Elite
Defenses +2 AC; +2 Fortitude, +2 Reflex, +2 Will
Saving Throws +2
Action Point 1
Hit Points +8 per level + Constitution score
POWERS
Hypnotic Gaze (minor; recharge 6) ✦ Charm, Psychic
Ranged 5; Level + 2 vs. Will; the target is dominated until the beginning of the psychic vampire’s next turn. Aftereffect: The target is dazed (save ends, with a –2 penalty to the saving throw). The psychic vampire can dominate only one creature at a time.
Mind Lash (standard; recharge 5 6) ✦ Psychic
Ranged 5; Level +2 vs. Will; 1d8 + Charisma modifier psychic damage.
Level 11: 2d8 + Charisma modifier psychic damage.
Level 21: 3d8 + Charisma modifier psychic damage.
Psychic Feeding (standard; at-will) ✦ Psychic
Level +2 vs. Will; 1d6 + Charisma modifier psychic damage, and the psychic vampire can roll to recharge one of its abilities.
Level 11: 2d6 + Charisma modifier psychic damage.
Level 21: 3d6 + Charisma modifier psychic damage.