Sharner Kobold Sharner Kobold

 

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Black Death
  Medium-Size Undead
Hit Dice: 32d12 (208 hp)
Initiative: +9 (+5 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 43 (+5 Dex, +28 natural)
Base Attack/Grapple: +16/+40
Attack: Claw +43 (2d8+24/19–20 (+1d6 on critical hit) rot) melee
Full Attack: 2 claws +43 (2d8+24/19–20 (+1d6 on critical hit) plus rot) melee, bite +35 (2d6+12 plus rot) melee
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend 4d8+36, spell-like abilities
Special Qualities: Undead traits, cold immunity, fast healing 10, SR 33, DR 10/epic and silver
Skills: Jump +24, Intimidate +44, Knowledge (religion) +35, Listen +43, Spot +43
Feats: Cleave, Improved Critical (claw), Improved Initiative, Power Attack, Weapon Focus (claw)
Epic Feats: Overwhelming Critical (claw), Dire Charge, Epic Fortitude, Epic Weapon Focus (claw)
Saves: Fort +14, Ref +15, Will +24
Abilities: Str 59, Dex 20, Con —, Int 10, Wis 22, Cha 28
Climate/Terrain: Any
Organization: Solitary or pair
Challenge Rating: 21
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 33–42 HD (Medium-size); 43–55 HD (Huge)

A Black Death looks like a rotted, black worpse whose flesh has been replaced with an oily, hard substance that looks like tar. It has no visible eyes and it has oversized claws.

Black Death speak Common and Infernal.

A black death’s natural weapons are treated as epic for the purpose of overcoming damage reduction.

Combat

  • Rend (Ex): If the black death hits with both of its claws, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d8+36 points of Damage.
  • Rot (Su): When a black death deals Damage to a living opponent, black veins begins to grow on the opponent’s body. If the opponent fails a Fortitude save (DC 35), it takes 1d4 points of permanent Constitution drain. The opponent must continue to save every round for the next 4 rounds (5 rounds total) to avoid being permanently drained of an additional 1d4 points of Constitution per round. The creature regains 10 lost hit points whenever it drains 1d4 points of Constitution, gaining any excess hit points as temporary hit points. These temporary hit points last a maximum of 1 hour. If the opponent is slain by the rot, it can only be brought back to life via miracle or wish. The save DC is Charisma-based.
  • Spell-Like Abilities: At will—contagion, control weather, darkness, dimension door, greater dispel magic, energy wall. Caster level 20th; save DC 19 + spell level. The save DCs are Charisma-based.
  • Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual Damage, ability Damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive Damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.

© André Himstedt