Nox Urbs

There are two levels of undercity below Skydark, the townsfolk here are no longer normal humans and the undead hold sway over those who dwell here.

Townsfolk

Descended from generations of humans trapped under the Shadow, they are more and less than human. Other than their yellow eyes, their flesh has no color—it is stark white.

Average 6 feet tall, but generally lithe and wiry of frame, weighing only 150 pounds, they live as long as half-elves.

 

   * +2 Dexterity, +2 Charisma, –2 Wisdom: Townsfolk are quick and forceful, but often strange and easily distracted easily by errant thoughts.

    * Darkvision: Townsfolk see in the dark up to 60 feet.

    * Low-Light Vision: Townsfolk can see twice as far as normal humans in conditions of dim light.

    * Skilled: Townsfolk have a +2 racial bonus on Knowledge (planes) and Stealth checks.

    * Shadow Blending: Attacks against townsfolk in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

    * Shadowy Resistance: Townsfolk have cold resistance 5 and electricity resistance 5.

    * Spell-Like Abilities (Sp): When townsfolk reach 9th level in any combination of classes, they gain shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, gain plane shift (self only, to the Plane of Shadow or the Material Plane only) usable once per day. Townsfolk's caster level is equal to its total Hit Dice.

    * Languages Townsfolk begin play speaking Common. Townsfolk with a high Intelligence score can choose any languages.

Night Militia Sergeant (Dread Ghoul Human Expert 4)

Night Militia Sergeant     CR 3

XP 800

Male dread ghoul human expert 4

CE Medium undead (augmented humanoid)

Init +3; Senses darkvision 60 ft., scent; Perception +11

 DEFENSE

AC 16, touch 14, flat-footed 12 (+3 Dex, +1 dodge, +2 natural)

hp 32 (4d8+8)

Fort +2, Ref +6, Will +6

Defensive Abilities channel resistance +2; Immune undead traits

 OFFENSE

Speed 30 ft., climb 30 ft.

Melee bite +4 (1d6+4 plus paralysis), 2 claws +4 (1d3+4 plus paralysis)

Special Attacks command ghouls, create spawn, paralysis (1d4+1 rounds, DC 13)

 STATISTICS

Str 12, Dex 17, Con —, Int 14, Wis 14, Cha 15

Base Atk +3; CMB +4; CMD 15

Feats Alertness, Dodge, Lightning Reflexes

Skills Climb +16, Craft (carpentry) +9, Diplomacy +8, Knowledge (engineering) +9, Knowledge (local) +9, Knowledge (nobility) +9, Perception +11, Survival +17, Swim +8

Languages Common, Giant

 SPECIAL ABILITIES

Command Ghouls (Su)

A dread ghoul can automatically command all normal ghouls within 30 feet as a free action. Normal ghouls never attack a dread ghoul unless compelled.

Create Spawn (Su)

Any creature killed by a dread ghoul and lying undisturbed until the next midnight rises as a dread ghoul at that time. The new dread ghoul is not under the control of its creator. A protection from evil or gentle repose spell cast on the corpse prevents this.

Night Militia (Ghoul)     CR 1

XP 400

CE Medium undead

Init +2; Senses darkvision 60 ft.; Perception +7

 DEFENSE

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)

hp 13 (2d8+4)

Fort +2, Ref +2, Will +5

Defensive Abilities channel resistance +4; Immune undead traits

 OFFENSE

Speed 30 ft.

Melee bite +2 (1d6+1 plus disease and paralysis) and 2 claws +2 (1d6+1 plus paralysis)

Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)

 STATISTICS

Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 18

Base Atk +1; CMB +2; CMD 14

Feats Civilized Ghoulishness

Skills Acrobatics +4, Disguise +18, Perception +7, Profession (soldier) +6, Stealth +7

Languages Common

SPECIAL ABILITIES

Disease (Su)

Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.

A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. These townsfolk were "volunteered" to join the militia and spend a month drilling with the sarge before going on patrol. A humanoid of 4 Hit Dice or more rises as a ghast.

Civilized Ghoulishness (Feat)

Although undead, you can easily pass as living.

Prerequisite: Ghoul, Charisma 18.

Benefit: Your appearance is such that, while pale-skinned and gaunt, you can pass as a living humanoid of your choice. You gain a +10 racial bonus on Disguise checks made to appear human, and your channel resistance increases by +2. Ghasts with this feat can activate or suppress their stench ability as a free action.

Night Militia Captain

Vampire Spawn    CR 4

XP 1,200

LE Medium undead

Init +1; Senses darkvision 60 ft.; Perception +11

DEFENSE

AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)

hp 26 (4d8+8); fast healing 2

Fort +3, Ref +2, Will +5

Defensive Abilities channel resistance +2; DR 5/silver; Immune undead traits; Resist cold 10, electricity 10

Weaknesses resurrection vulnerability, vampire weaknesses

OFFENSE

Speed 30 ft.

Melee slam +4 (1d4+1 plus energy drain)

Space 5 ft.; Reach 5 ft.

Special Attacks blood drain, dominate (DC 14), energy drain (1 level, DC 14)

STATISTICS

Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15

Base Atk +3; CMB +4; CMD 15

Feats Blind-Fight, Skill Focus (Perception)

Skills Intimidate +2, Knowledge (religion) +7, Perception +11, Stealth +16; Racial Modifier +8 Stealth

Languages Common

SQ gaseous form, shadowless, spider climb

SPECIAL ABILITIES

Blood Drain (Su)

A vampire spawn can suck blood from a grappled opponent; if the vampire spawn establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire spawn heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Dominate (Su)

A vampire spawn can crush a humanoid opponent's will as a standard action. Anyone the vampire spawn targets must succeed on a Will save (DC 14) or fall instantly under the vampire spawn's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampire spawns might be able to affect different creature types with this power.

Energy Drain (Su)

A creature hit by a vampire spawn's slam (or other natural weapon) gains one negative level. This ability only triggers once per round, regardless of the number of attacks a vampire spawn makes.

Fast Healing (Su)

A vampire spawn also gains fast healing 2. If reduced to 0 hit points in combat, a vampire spawn assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire spawn forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.

Gaseous Form (Su)

As a standard action, a vampire spawn can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Resurrection Vulnerability (Su)

A raise dead or similar spell cast on a vampire spawn destroys it (Will negates). Using the spell in this way does not require a material component.

Shadowless (Ex)

A vampire spawn casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex)

A vampire spawn can climb sheer surfaces as though under the effects of a spider climb spell.

Weaknesses

Vampire spawns cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire spawn—they merely keep it at bay. A recoiling vampire spawn must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire spawn at bay takes a standard action. After 1 round, a vampire spawn can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.

Vampire spawns cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

Reducing a vampire spawn's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampire spawns. Exposing any vampire spawn to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire spawn equal to one-third of its maximum hit points—a vampire spawn reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire spawn's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.

ECOLOGY

Environment any

Organization solitary, pair, gang (3–6), or pack (7–12)

Treasure Value standard