Vita est ludus
The thin line between fantasy and reality...













Seston Tempiri, Hel's Hand

Seston presents an imposing figure as a dwarf, broad even for his kind and thickly muscled. He wears long, braided beard and hair that glints in the sun from gold and silver rings fastened within the braids. Handsome for a dwarf, there remains something deeply unapproachable about his countenance. His eyes lack the same glow as his tanned skin and fair hair. His facial expression seems unmoved by either humor or anger. The coldness of Hel rests upon him.

When fully armored, Seston has the bearing of a golem. He becomes a mechanical instrument of Hel in battle, handing out sentences of death without glee or remorse. Though there is satisfaction.

Seston served Hel from the outset of his career. As a paladin he pledged himself to her temple in a coastal dwarven hamlet. There he spent his time serving the local villagers and hunting down undead abominations. Over the years, his reputation grew and he attracted a cohort of dedicated dwarven followers determined to serve Hel by vanquishing the damned and protecting life until its proper time had come. Soon the local thane requested these soldiers of Hel move to the largest temple under within his lands. Honored and growing in pride and ambition, Seston agreed.

Ten years passed with great glory and honor for Seston until a half-elven brigand set upon the coastal regions, plundering the smaller villages. Seston wished to seek out the raiders and put an end to their murderous crusade, but the high priest of Hel informed Seston that such a campaign would result in the loss of even greater life before its time. Still, Seston's exploits had become numerous and his brigade larger than the clergy of the local temple. Seeing himself of superior rank and holier of insight, Seston ordered his men to seek out the brigands despite the priests predictions and personal objections of the thane. Partially moved, Seston left behind a small contingent of his band, led his second, to protect the temple just in case the priest's worries had merit.

After three weeks in the wild, Seston captured the brigand and scattered his horde. While Seston's forces had taken losses, they were hardly so dire as the priest had warned. Upon returning to capital, Seston was greeted with ash and bones. His dying second informed him that a larger force had besieged the city only days after Seston had been lured away by the advanced skirmishers.

That night Seston took his brigand captive into the temple and tortured him for all the information he had about the invading force. Hel accepted this gift of blood and vengeance that night, marking a shift in Seston's servitude to her. No longer would he protect life; now he would be an avenging force that dealt death in Her name.

Over the course of a year, Seston used the brigand to hunt down and slaughter the invading force and its leader. A bond between the brigand and Seston formed. Over time, the brigand's original identity was subsumed by his new identity as a servant to Hel and Seston, his name was lost and he became Seston's new second, The Revenant.

However, Hel would not allow Seston original sin of disobedience to be completely forgotten. His first second, who died when left behind, was raised as an undead abomination to serve Seston as silent, eternal squire.

Now Seston serves Hel as assassin and hammer, whichever is needed. He still leads a sizable force of fanatics devoted to Hel, though he now prefers more often to serve Hel with only his squire and The Revenant at his side.

Seston considers himself a direct vassal of Hel and guardian of dwarves loyal to her. However, he now believes that this faithful servitude should consist of actively hunting down and destroying potential threats before they reach the shores and homes of the dwarven people. Seston is indiscriminate about the value of those beyond Hel and his own kind. He lives only to serve and slay in Her name.

Seston Tempiri, Hel's Hand CR 21
Male dwarf paladin 10/blackguard 10/dwarven defender 1
LE Medium-size humanoid (dwarf)
Init +0; Senses darkvision 60', Perception +7
Languages Common, Dwarven
Height 4'8", weight 195 lb., age 95
XP: (ECL 21) 210,000 + 0 = 210,000 + 21,000 = 231,000 (ECL 22)

AC 38, touch 11, flat-footed 37
hp 230 (21 HD)
Resist SR 19; acid 30 (0), cold 30 (0), electricity 30 (0), fire 30 (0), sonic 30 (0)
Immune critical hits and sneak attacks (from armor)
Fort +22 (+24 vs spells or poison), Ref +12 (+14 vs. spells), Will +14 (+16 vs. spells)
Speed 30 ft. (6 squares)
Melee +5 transmuting ghost touch dwarven waraxe +36/+31/+26/+21 (1d10+14/x3)
Base Atk +21 (BAB +20); Grp +30
Attack Options Cleave, Improved Sunder, Power Attack, command undead, smite good 6/day sneak attack +4d6, spells
Special Attacks rebuke/command undead 8/day at CL 8
Special Actions defensive stance 1/day, lay on hands
Blackguard Spells Prepared (CL 10):
4th—freedom of movement
3rd—cure serious wounds, summon monster III
2nd—cure moderate wounds, darkness, summon monster II
1st—cause fear, corrupt weapon, doom
Spell-Like Abilities:
at will detect good (CL 10)
1/day fiendish summoning (CL 20)
Abilities Str 24 (28), Dex 10, Con 16 (20), Int 10, Wis 10 (14), Cha 16 (20)
Inherent Bonuses Strength +5
SQ aura of despair, aura of evil, dark blessing, dwarf traits, fiendish servant, followers, poison use, undead companion
Feats Armor Proficiency (Light, Medium, Heavy), Blind Fight Cleave, Dodge, Endurance, Improved Sunder, Leadership, Mounted Combat, Power Attack, Shield Proficiency, Toughness, Tower Shield, Weapon Focus (Axes), Weapon Group (Basic, Axes, Bows, Picks & Axes), 6 General Feat Points
Skills Acrobatics +5 (-11 with armor/shield), Climb +9 (-7 with armor/shield), Diplomacy +17, Escape Artist +0 (-16 with armor/shield), Intimidate +5, Knowledge (Religion) +11, Perception +7, Ride +20 (+4 in armor), Stealth +9 (-7 with armor/shield), Swim +9 (-7 with armor/shield)
Possessions: +5 transmuting ghost touch dwarven waraxe (128,330), greater demolition crystal (6,000), greater fiendslayer crystal (5,000), greater truedeath crystal (10,000), +5 heavy fortification tower shield (100,180), +5 spell resistance (19) full plate (101,650), shirt of natural armor +5 (50,000), belt of strength +4 and constitution +4 (32,000), cloak of charisma +4 (16,000), headband of wisdom +4 (16,000), boots of striding and springing (5,500) hand of glory (8,000), ring of blinking (on command) (27,000), ring of universal greater (30) energy resistance (continuous) (180,000), ring of improved invisibility (on command) (50,400), ring of true seeing (on command) (81,000), bag of holding type III (35 lb.; holds 1000 lb./ 150 cu.ft.) (7,400), Heward's handy haversack (2,000), 40 gp.
Other Possessions: greater demolition crystal (6,000), greater fiendslayer crystal (5,000), manual of gainful exercise +5 (used) (137,500).

Aura of Despair (Su)

Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.

Aura of Evil (Ex)

The power of a blackguard's aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.

Command Undead (Su)

When a blackguard reaches 3rd level, he gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower.

Dark Blessing (Su)

A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.

Defensive Stance

When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender's hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Dwarven Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action.

Dwarf Traits (Ex)

  • +2 Constitution, -2 Charisma.
  • Medium size.
  • A dwarf's base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
  • Darkvision out to to 60 feet.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
  • Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison.
  • +2 racial bonus on saving throws against spells and spell-like effects.
  • +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
  • +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.
  • Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon.
  • Favored Class: Fighter.

Fiendish Servant

Upon or after reaching 5th level, a blackguard can call a fiendish bat, cat, dire rat, horse, pony, raven, or toad to serve him. The blackguard's servant further gains HD and special abilities based on the blackguard's character level (see the table below).

Character Level Bonus HD Natural Armor Adj. Str Adj. Int Special
12th or lower +2 +1 +1 6 Empathic link, improved evasion, share saving throws, share spells
13th-15th +4 +3 +2 7 Speak with blackguard
16th-18th +6 +5 +3 8 Blood Bond
19th-20th +8 +7 +24 9 Spell resistance

A blackguard may have only one fiendish servant at a time.

Should the blackguard's servant die, he may call for another one after a year and a day. The new fiendish servant has all the accumulated abilities due a servant of the blackguard's current level.

Empathic Link (Su)

The blackguard has an empathic link with his servant out to a distance of up to 1 mile. The blackguard cannot see through the servant's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of the empathic link between the servant and the blackguard, the blackguard has the same connection to a place or an item that the servant does.

Improved Evasion (Ex)

If the servant is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.

Share Saving Throws

For each of its saving throws, the servant uses either its own base save bonus or the blackguard's, whichever is higher. The servant applies its own ability modifiers to saves, and it doesn't share any other bonuses on saves that the blackguard might have.

Share Spells

At the blackguard's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his servant. The servant must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the servant if it moves farther than 5 feet away and will not affect the servant again even if the servant returns to the blackguard before the duration expires. Additionally, the blackguard may cast a spell with a target of “You” on his servant (as a touch range spell) instead of on himself. A blackguard and his servant can share spells even if the spells normally do not affect creatures of the servant's type (magical beast).

Speak with Blackguard (Ex)

If the blackguard's character level is 13th or higher, the blackguard and servant can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Blood Bond (Ex)

If the blackguard's character level is 16th or higher, the servant gains a +2 bonus on all attack rolls, checks, and saves if it witnesses the blackguard being threatened or harmed.

This bonus lasts as long as the threat is immediate and apparent.

Spell Resistance (Ex)

If the blackguard's character level is 19th or higher, the servant gains spell resistance equal to the blackguard's (non-epic character level) + (epic blackguard level) + 5. To affect the servant with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the servant's spell resistance.

Fiendish Summoning (Sp)

(For a fallen paladin of at least 7th level) Once per day, the blackguard can use a summon monster I spell to call forth an evil creature. For this spell, the caster level is double the blackguard's class level.


Seston's Leadership score is currently 21:

21 (level)
+5 (CHA modifier)
+2 (great renown)
+1 (special ability)
-2 (special mount)
-1 (failure)
-2 (cruelty)
-2 (previous cohort undeath)
-1 (different alignment)

This grants him these followers:

Level 15 cohort (The Revenant)
60 1st level followers
6 2nd level followers
3 3rd level followers
2 4th level followers
1 5th level follower
1 6th level follower

Lay on Hands (Su)

(For a fallen paladin of at least 3rd level) Once per day, the blackguard can use this supernatural ability to cure himself or his fiendish servant of damage equal to his Charisma bonus × his level.

Poison Use

Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Smite Good (Su)

Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack.

He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If a blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

At 5th level, and again at 10th level, a blackguard may smite good one additional time per day.

A blackguard who is a fallen paladin may smite good one additional time per day, again at 5th level, and again at 9th level.

Sneak Attack

This ability, gained at 4th level, is like the rogue ability of the same name. The extra damage increases by +1d6 every third level beyond 4th (7th and 10th). If a blackguard gets a sneak attack bonus from another source the bonuses on damage stack. A blackguard who is a fallen paladin of at least 5th level gets an additional +1d6 of sneak attack damage.

Undead Companion

(For a fallen paladin of at least 9th level) In addition to the fiendish servant, the blackguard gains (at 5th level) a Medium-size skeleton or zombie as a companion. This companion cannot be turned or rebuked and gains all special bonuses as a fiendish servant when the blackguard gains levels.

Seston's cohort is a half-elf known only as The Revenant.

The Revenant

Male half-elf rogue 15
NE Medium-size humanoid (half-elf)
Init +10; Senses low-light vision, Perception +20
Languages Common, Elven, Dwarf, Goblin
Height 5'4", weight 117 lb., age 32
XP: (ECL 15) 105,000 + 0 = 105,000 + 15,000 = 120,000 (ECL 16)

AC 20, touch 16, flat-footed 20, uncanny dodge, improved uncanny dodge
hp 70 (15 HD)
Resist defensive roll, evasion, improved evasion
Immune sleep
Fort +8, Ref +15 (+20 vs. traps), Will +7 (+9 vs. enchantments)
Speed 30 ft. (6 squares)
Melee +3 short sword +20/+15/+10 (1d6+3/17-20) or
+3 short sword +18/+13/+8 (1d6+3/17-20) and +1 short sword +16 (1d6+1/17-20)
Base Atk +11; Grp +11
Attack Options sneak attack +8d6

Abilities Str 10, Dex 21 (23), Con 12, Int 14, Wis 10, Cha 10
SQ half-elf traits, trap sense +5, trapfinding
Feats Armor Proficiency (Light), Great Fortitude, Improved Critical (Light Blades), Improved Initiative. Iron Will, Two-Weapon Fighting, Weapon Finesse, Weapon Group (Basic, Light Blades, one other), 3 General Feat Points
Skills Acrobatics +24, Climb +18, Diplomacy +20 Disable Device +15 Perception +20, Sense Motive +18, Ride +21, Disable Device +24, Stealth +24, Swim +18
Possessions: leather armor +2 (4,160), +3 short sword (18,310), +1 short sword (2,310), gloves of dexterity +2 (4,000), ring of blinking (27,000), Heward's handy haversack (2,000), 2,220 gp.

Defensive Roll (Ex)

The Revenant can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), he can attempt to roll with the damage. To use this ability, he must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll - if he is denied her Dexterity bonus to AC, he can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, The Revenant's evasion ability does not apply to the defensive roll.

Evasion (Ex)

The Revenant can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, hhe instead takes no damage. Evasion can be used only if he is wearing light armor or no armor. He does not gain the benefit of evasion if he is helpless.

Half-Elf Traits (Ex)

  • Medium size.
  • A half-elf's base land speed is 30 feet.
  • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
  • Low-light vision.
  • +1 racial bonus on Listen, Search, and Spot checks. A half-elf does not have the elf's ability to notice secret doors simply by passing near them.
  • +2 racial bonus on Diplomacy and Gather Information checks: Half-elves get along naturally with all people. This bonus may not apply in situations or settings where half-elves are viewed with distrust.
  • Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves.
  • Automatic Languages: Common, Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty for multiclassing, her highest-level class does not count.

Improved Evasion (Ex)

This ability works like evasion, except that while The Revenant still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Improved Uncanny Dodge (Ex)

The revanent can no longer be flanked.

This defense denies another rogue the ability to sneak attack him by flanking, unless the attacker has at least 19 rogue levels.

Sneak Attack

If The Revenant can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage.

His attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when The Revenant flanks his target. This extra damage is +8d6. Should The Revenant score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

The Revenant can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Revenant must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. He rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.


The Revenant can use the Perception skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

The Revenant can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If he beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Trap Sense (Ex)

The Revenant has an intuitive sense that alerts him to danger from traps, giving her a +5 bonus on Reflex saves made to avoid traps and a +5 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex)

The Revanent can react to danger before his senses would normally allow her to do so. He retains her Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.

Seston's Fiendish Servant is a heavy warhorse named Ovurheir.

Fiendish Heavy Warhorse
NE Large magical beast (extraplanar, augmented animal)
Init +1; Senses low-light vision, darkvision 60'; Perception +13
Languages speak with master, empathic link

AC 21 (-1 size, +1 Dex, +11 natural), touch 10, flat-footed 20
hp 102 (12 HD); DR 10/magic
Resist SR 25; improved evasion, cold 10, fire 10
Fort +15, Ref +9, Will +8

Speed 50 ft. (10 squares)
Base Atk +9; Grp +15
Melee Attack Hoof +14 (1d6+6)
Full Attack 2 hooves +14 (1d6+6) and bite +9 (1d4+3)
Space/Reach 10 ft./5 ft.
Special Attacks smite good 1/day

Abilities Str 22, Dex 13, Con 17, Int 9, Wis 13, Cha 6
Special Qualities blood bond
Feats Endurance, Run
Skills Perception +13

Carrying Capacity

A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds.

Blood Bond (Ex)

Ovurheir gains a +2 bonus on all attack rolls, checks, and saves if it witnesses Seston being threatened or harmed.

Empathic Link (Su)

Ovurheir has an empathic link with Seston out to a distance of 1 mile and can communicate empathically with him. Because of the limited nature of the link, only general emotional content can be communicated.

Smite Good (Su)

Once per day, Ovurheir can make a normal melee attack to deal 12 extra damage to a good foe.

Speak with Blackguard (Ex)

Ovurheir can communicate with Seston verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Seston's Undead Companion is a dwarf skeleton named Hedlar.

Dwarf Paladin Skeleton
LE Medium undead
Init +5; Senses darkvision 60'; Perception +0
Languages empathic link

AC 27 (+1 Dex, +9 natural, +6 armor, +1 shield), touch 11, flat-footed 26
hp 58 (9 HD); DR 5/bludgeoning
Immunities cold
Resist SR 25; improved evasion
Fort +12, Ref +8, Will +7

Speed 30 ft. (6 squares)
Base Atk +4; Grp +11
Melee Attack +1 heavy mace +12 (1d8+8) or
claw +11 (1d4+7)
Full Attack +1 heavy mace +12/+7 (1d8+8) or
2 claws +11 (1d4+7)
Space/Reach 5 ft./5 ft.

Abilities Str 24, Dex 12, Con -, Int 9, Wis 10, Cha 1
Special Qualities blood bond, cannot be turned or rebuked, undead traits
Feats Improved Initiative
Skills none
Possessions +1 heavy mace (2,312), +1 chain (1,250), masterwork small steel shield (159), boots of striding and springing (5,500)

Blood Bond (Ex)

Hedlar gains a +2 bonus on all attack rolls, checks, and saves if it witnesses Seston being threatened or harmed.

Cannot be Turned or Rebuked (Ex)

Hedlar cannot be turned or rebuked by hostile Clerics.

Empathic Link (Su)

Hedlar has an empathic link with Seston out to a distance of 1 mile and can communicate empathically with him. Because of the limited nature of the link, only general emotional content can be communicated.

Undead Traits

  • No Constitution score.
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
  • Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
  • Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Uses its Charisma modifier for Concentration checks.
  • Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
  • Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  • Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
  • Undead do not breathe, eat, or sleep.

demolition crystal, greater (weapon crystal) (MIC 65)

This blue-white diamond bears a tiny adamantine emblem of a hammer.

Demolition crystals were designed for those who fight constructs, particularly for the servants of wizards who battle enemy golems.

Least: A weapon with this crystal attached deals an extra ld6 points of damage to constructs.
Lesser: As the least crystal, and the weapon is treated as adamantine for the purpose of overcoming the damage reduction of constructs.
Greater: As the lesser crystal, and the weapon can deliver sneak attacks and critical hits against constructs as if they were living creatures.

Price (Item Level): 1,000 gp (4th) (least); 3,000 gp (7th) (lesser); 6,000 gp (10th) (greater)

fiendslayer crystal, greater (weapon crystal) (MIC 65)

This perfect crystal sphere emits a faint white glow.

A fiendslayer crystal helps you fight creatures infused with evil.

Least: A weapon with this crystal attached deals an extra ld6 points of damage to evil outsiders.
Lesser: As the least crystal, and the weapon is treated as good-aligned for the purpose of overcoming damage reduction.
Greater: As the lesser crystal, and if the weapon scores a critical hit against an evil outsider, that creature can't use any teleportation abilities or spells for 1 round.

Any evil creature that grasps a weapon bearing a fiendslayer crystal gains one negative level, which remains as long as the weapon is held and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.

Price (Item Level): 1,000 gp (4th) (least); 3,000 gp (7th) (lesser); 5,000 gp (9th) (greater)

manual of gainful exercise +5

As a result of reading this, Seston has a +5 inherent bonus to Strength, accounted for in the stats above. Since it has been used, the book is no longer magical.

truedeath crystal, greater (weapon crystal) (MIC 65)

This amethyst is carved in the shape of a humanoid skull.

Clerics craft truedeath crystals to aid themselves and others in sending undead to their final rest.

Least: A weapon with this crystal attached deals an extra ld6 points of damage to undead.
Lesser: As the least crystal, and the weapon also functions as a ghost touch weapon (DMG 224).
Greater: As the lesser crystal, and the weapon can deliver sneak attacks and critical hits against undead as if they were living creatures.

Price (Item Level): 1,000 gp (4th) (least); 5,000 gp (9th) (lesser); 10,000 gp (12th) (greater)

Copyright © 2015 by Brianna Sollandry <brianna at hambo dot com> Ph'nglui mglw'nafh Cthulhu
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