Karrnathi Dread Marshal

"Hold the line, boys. They're only skeletons. Karrnathi bone puppets", the paladin cried from atop his steed. The Karrnathi legions were advancing but they held the bridge. So long as they did not cross it before daybreak, the emissaries inside could teleport to safety. Fortunately, skeletons were stupid, so they wouldn't notice something as potentially dangerous as the sewer grate that was torn off during the last siege and never repaired.

Suddenly, from behind him, the paladin heard screaming and sounds of choking blood. The priestess and her acolytes? But how?!?

As he whipped his mount to turn toward the steel doors, one of them opened just a little. One of the fiendish Karrnathi stepped out through the door; his flesh-less bones coated in fresh, red blood; his armor still clinging to pieces of skin and sinew.

"You know, sir knight... it seems you might have some water damage downstairs...", as the skeleton casually wiped his sword clean with what remained of the priestess' gown. As he stepped forward, the door behind opened the rest of the way, revealing what the dead legion inside was still doing to the poor victims.

"I know a few good chaps that could fix it for you... and it won't cost you a red cent."

Karrnathi Dread Marshal

CR 5

XP: 1,600

LE Medium Undead

Init: +4; Senses: Darkvision 60 ft.; Perception +#

Aura: Negative Energy Aura (60 ft., see text)

DEFENSE:

AC: 20, Touch 10, Flat-Footed 20 (+5 armor, +5 natural)

HP: 33 (5d8+10)

Fort: +3; Ref: +3; Will: +5, +2 channel resistance

DR: 5 / magic and bludgeoning or 5 / magic and slashing (see text)

Immune: undead traits

OFFENSE:

Speed: 40 ft (30 ft in armor)

Melee: Greatsword +8 (2d6+4 plus 2 points of negative energy, 19-20 / x2) or touch +6

Space: 5 ft.; Reach: 5 ft.

Spell-Like Abilities: (CL 5th, concentration +7)

3 / day - Vampiric Touch (DC 15)

STATISTICS:

Str 16, Dex 11, Con -, Int 13, Wis 12, Chr 14

Base Atk: +3; CMB: +6; CMD: 16

Feats: Improved Initiative, Lightning Reflexes, Weapon Focus (greatsword)

Skills: Climb +11, Diplomacy +4, Intimidate +10, Knowledge (religion) +6, Perception +9, Ride +8, Survival +3

Languages: Common

SPECIAL ABILITIES:

Channel Negative Energy (Su): A Karrnathi dread marshal has the ability to channel negative energy, as per the cleric class feature. This channel negative energy does 3d6 points of damage, can be used 5 times per day and has a Will DC 14.

Damage Reduction Choice: Karranthi dread marshals have damage reduction of either 5 / magic and bludgeoning or 5 / magic and slashing, based on whether they were original skeletal champions or juju zombies before they were promoted. Once this is determined, it cannot be changed.

Negative Energy Aura (Su): Karrnathi dread marshals generate an aura with a radius of 60 feet. These benefits apply to all allied undead with 60 feet of the dread marshal and have already been factored into his own statistics. Auras of multiple Karrnathi dread marshals do not stack.

Emanation: Any time a living creature successfully strikes an allied undead within 60 feet with a natural attack or a non-reach weapon, that living creature takes 2 points of negative energy damage.

Harden Flesh: Allied undead within 60 feet get a +2 bonus to their natural armor bonus.

Infusion: Allied undead within 60 feet deal 2 points of negative energy damage on each successful melee attack. For each successful melee attack, allied undead within 60 feet regain 1 hit point, up to their maximum

Turn Resistance: Allied undead within 60 feet get an increase to their channel resistance of +2 or get channel resistance +2 if they do not already have it.

Rush: Allied undead within 60 feet get an enhancement bonus to their land speed of +10 feet.

ECOLOGY:

Environment: Any (Karrnath)

Organization: Solitary or Troop (1 Karrnathi Dread Marshal and 5-8 Skeletal Champions or Juju Zombies)

Treasure: Standard (masterwork breastplate, masterwork greatsword, other gear)

Role: Combat

Source: FoW, pg. 150

Karrnathi dread marshals are either skeletal champions or juju zombies in the service to Karrnath that have proven themselves in the field of battle or otherwise accomplishing some important task. As a reward for their service, they are 'promoted' to dread marshal and put in charge of leading troops of skeletal champions or juju zombies. As a curious note on Karrnathi leadership, a skeletal champion or juju zombie in the service of Karrnathi dread marshal will always follow their orders, even the dread marshal is in no position to enforce this through combat or intimidation.