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Knight HauntD&D 3e (3.0/3.5) Rulesby André La RocheOccasionally when a truly honorable knight of Solamnia dies on the battlefield, he comes back as a knight haunt every time Solinari reaches high Sanction, or for knight haunts in the 5th Age, every time the new pale grey moon is full, wearing the armor he or she did in life, and wielding the same weapons. A knight haunt lays claim to a certain area of battlefield and roams this area seeking to fight any intelligent creature that it may, going after evil targets in particular. Knight haunts prefer not to fight females, and don't attack defenseless characters, or those merely defending their homes at all. Creating a Knight Haunt"Knight haunt" is a template that can be added to any corporeal creature (referred to hereafter as the "base creature") providing said creature was once a Solamnic Knight in life. The creature's type becames "undead". It otherwise uses all the base creature's statistics and special abilities except as noted here. Hit Dice: Increase to d12. Speed: Knight haunts have a fly speed of 20 feet with perfect maneuverability. AC: Natural armor increases by +6. Attacks: The knight haunt attacks with whatever weapon it used in life. Damage: The damage for a knight haunt's weapon is the same that it was in life, except they inflict +2 cold damage. The weapon does not retain this property if the knight haunt is put to rest. Special Qualities: Detect Magic (Su): A knight haunt can automatically detect magic in a 30 foot radius. The knight haunt uses this ability to retrieve magical items and weapons for its own use, or to know which foe to attack. Fear Aura (Su): Any creature who sees a knight haunt must succeed at a fear check (DC 15) or become shaken until they leave the knight haunt's presence. If a character sees a knight haunt kill someone, they must make this check again. Rejuvenation (Su): If slain in combat, a knight haunt will reappear on the next full moon. The only way to permanently put a knight haunt to rest is to pour holy water on the armor of the undead being after destroying it in combat. Turn Resistance (Ex): A knight haunt has +3 turn resistance, and further more is immune to turning attempts by lawful good clerics. Saves: Same as base creature. Abilities: Same as the base creature, except that a knight haunt has no Constitution score, and it's Intelligence score suffers a -4 penalty, while its Charisma score is increased by +4. Skills: Same as base creature. Feats: Same as base creature. Climate/Terrain: Any land. Organization: Solitary, band (3-9) or regiment (10-100) Challenge Rating: Same as base creature +1. Alignment: Always lawful good. Advancement: By character class. Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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