The Dragonlance Nexus

Printed From:
http://www.dlnexus.com/fan/rules/character/17120.aspx

Lord Theo Drawde, Death Knight

by Kalladius


Male Death Knight Fighter 5/Knight of the Lily 1/Sorcerer 4/Knight of the Thorn 10
Strength20 Fortitude+12 Armor Class27
Dexterity15 Reflex+7 Flat-footed AC25
Constitution0 Will+12 Touch AC15
Intelligence16 AlignmentLE Base Attack+15/+10/+5
Wisdom13 Speed20 ft. Melee Attack+20/+15/+10
Charisma20 Initiative+2 Ranged Attack+17/+12/+7
Hit Points120 SizeMedium

Note: As an undead creature, Lord Drawde technically has no Constitution score.

Special:

Miscellaneous: DR 10/magic, sneak attack +1d6, spell resistance 30.

Abyssal Blast (Su): Once per day, Drawde can unleash a blast of eldritch blast that fills a 20-foot radius blast spread anywhere within a range of 1200 feet. The blast deals 20d6 points of damage. Half of the damage is fire and the other half is divine and not subject to protection from energy(fire), fire shield (chill shield), or similar magic. A DC 25 reflex save reduces the damage by half.

Armored Spellcasting: Drawde's arcane spell failure chance is reduced by 20%.

Aura of Terror (Su): Creatures within 10 feet of Drawde must make successful Will saves (DC 24) or become shaken. A creature that successfully saves is immune to his aura of terror for 24 hours.

Contingency: Drawde has an active contingency spell upon him that triggers spark shield as a free action as soon as he is attacked in melee.

Cosmic Understanding (Sp): Once per day, Drawde may add a +14 insight bonus on any one ability check, skill check, attack roll, saving throw, or to his AC against a single attack. His spells known includes commune, which does not count against his number of spells known.

Diviner (Ex): Drawde may cast one additional divination spell of each spell level per day and gains a +2 bonus to Spellcraft checks to learn new divination spells, much like a specialist in the school of divination.
  Drawde's caster level is considered to be one level higher for the purposes of casting divination spells.

Fear Aura (Su): Death knights are shrouded in a dreadful aura of death and evil. Creatures of fewer than 5 HD within 15 feet of Drawde must succeed at a DC 25 will save or be affected as though by a fear spell cast by a 20th-level wizard.

Read Omens and Portents: Drawde's spells known include augury and divination, which do not count against his number of spells known.

Spell-like Abilities (Sp): 1/day-power word kill; 1/day-detect magic, dispel magic, and wall of ice as if cast by a 20th-level wizard; 1/day-symbol of pain or symbol of fear as if cast by a 20th-level wizard.

Summon Mount (Su): Lord Drawde has the ability to summon a mount (usually a nightmare). The mount may not have more Hit Dice than Drawde.
  Once per day, as a full round action, a death knight may magically call his mount. The mount immediately appears and last for 40 hours and may be dismissed as a free action. Although each time it is the same creature summoned, the death knight may release a particular mount from service. Each time the mount is called it appears in full health, even if it has taken damage from previous encounters. The mount also appears carrying any gear it had when it was last dismissed. This is a conjuration (calling) effect.
  If the death knight's mount should die, it immediately disappears, leaving behind any equipment. Drawde may not summon a mount for 30 days or until he gains another level, even if it is raised from the dead.

Turn Immunity (Ex): A death knight cannot be turned. It can be banished with holy word as if it were an outsider.

Undead Followers (Su): Drawde may attract up to 40 Hit Dice of followers, including ghouls, ghasts, Medium skeletons, wights, and Medium zombies once per month. These creatures remain in Drawde's service until destroyed.

Undead Type – Death Knight: A death knight is immune to mind-effects, poison, sleep, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, exhaustion, or death from massive damage. It cannot be raised and resurrection works only if it is willing.
  As a death knight, Drawde is also immune to cold, electricity, and polymorph effects.

Weapon Touch (Su): Drawde can deliver touch spells through any melee weapon with a successful melee attack. The weapon deals its normal damage as well as delivering the effects of the spell on the target. He can cast a spell and discharge it through his weapon in the same round as a full round action, or hold the spell until the following round as part of a normal melee attack.

Skills:

Bluff +16, Concentration +16, Craft (alchemy) +13, Diplomacy +27, Handle Animal +12, Intimidate +32, Knowledge (arcana) +18, Knowledge (religion) +9, Ride +12, Sleight of Hand +5, Spellcraft +23

Feats:

Combat Casting, Combat Reflexes, Eschew Materials, Extend Spell, Honor-bound, Leadership, Persuasive, Power Attack(B), Still Spell, Weapon Focus (longsword), Weapon Specialization (longsword)

Languages

Common, Draconic, Ergothian, Nerakese, Ogre.

Spells

Sorcerer Spells Known (CL 14; arcane spell failure 5%; +20 melee touch, +17 ranged touch)
  7th (3+1/day)—greater scrying (DV, DC 21, CL 15)
  6th (5+1/day)—chain lightning (DC 20), contingency, true seeing (DV, CL 15)
  5th (6+1/day)—commune (DV, CL 15), overland flight, prying eyes (DV, CL 15), telepathic bond (DV, CL 15)
  4th (6+1/day)—arcane eye (DV, CL 15), divination (DV, CL 15), spark shield, scrying (DV, DC 18, CL 15), storm wall (DC 18)
  3rd (7+1/day)—clairaudience/clairvoyance (DV, CL 15), fly, lightning bolt (DC 17), nondetection
  2nd (7+1/day)—augury (DV, CL 15), bull's strength, crackling sphere (DC 16), detect thoughts (DV, CL 15), locate object (DV, CL 15), shocking spark (3 rays, +3 attack against metal, x3 critical)
  1st (7+1/day)—feather fall, identify (DV, CL 15), shield, shocking grasp, true strike (DV, CL 15)
  0 (6+1/day)—arcane mark, detect magic (DV, CL 15), detect poison, mage hand, mending, open/close, prestidigitation, read magic (DV, CL 15), resistance
  DV: Divination spell. Spell from the Dragonlance Campaign Setting

Weapons:

+2 shocking burst thundering longsword +23/+18/+13 melee (1d8+11/19-20 plus 1d6 electricity) or touch attack +20 melee (1d8+5 and 1 Con, Will DC 25)

Possessions:

+2 breastplate of command, +2 shocking burst thundering longsword, medallion of thoughts, ring of protection +3, ring of shooting stars, rod of negation, wand of lightning bolt (CL 10, 50 charges), gray robes, manacles, numerous scrolls and minor arcane tools.

Note: If your PCs have played Price of Courage then you might want to adjust Drawde's equipment, since they might be using some of his items or have taken them form him.

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