Mortslayer
| Statistic | Value |
|---|---|
| Size/Type | Medium Undead |
| Hit Dice | 4d12 (26 hp) |
| Initiative | +0 |
| Speed | 30 ft. (6 squares) |
| Armor Class | 19 (+4 chain shirt, +5 natural), touch 10, flat-footed 19 |
| Base Attack/Grapple | +2/+5 |
| Attack | Claw +6 melee (1d4+4 plus disruption) |
| Full Attack | 2 claws +6 melee (1d4+4 plus disruption) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Spell-like abilities, disruption |
| Special Qualities | Darkvision 60 ft., damage reduction 5/magic, +2 turn resistance, undead traits |
| Saves | Fort +1, Ref +1, Will +8 |
| Abilities | Str 16, Dex 10, Con ―, Int 9, Wis 14, Cha 5 |
| Skills | Hide +4, Listen +8, Move Silently +2, Search +2, Spot +8 |
| Feats | Iron Will, Weapon Focus (claw) |
| Environment | Any |
| Organization | Solitary |
| Challenge Rating | 3 |
| Treasure | None |
| Alignment | Usually lawful good |
| Advancement | 5–13 HD (Medium) |
| Level Adjustment | ― |
Description
This skeletal form appears newly risen from a grave, as its chest cavity and bone structures are almost completely covered in thick clumps of dirt and blackened, dead moss. Pieces of blackened flesh still cling to the skeleton in a few places.
These beings are formed from the corpses of individuals who had fanatically dedicated their life to hunting undead. They appear vaguely as they did in real life, possessing a skeletal body filled in with the hallow earth from a graveyard and coated with blackened, dead moss. A mortslayer is incapable of vocalization, emitting only a grating sound from its jaw.
The mortslayer retains sufficient sentience from its previous existence that it is able to continue its function of hunting down and slaying other undead. However it lacks the creative abilities and potential for higher learning of a living being.
The mortslayer has little understanding of its own undead state, believing that it is actually an elevated servant of some higher power that is dedicated to ridding the world of wandering or corrupt spirits. They are incapable of comprehending the irony of their own existence and its self-contradictory purpose. Mortslayer are typically solitary beings and will not accept aid unless it is directed at destroying other undead.
Combat
Although they retain the knowledge of how to wield weapons, the mortslayer prefer to fight unarmed in order to employ their divinely-granted ability to disrupt undead opponents. However they often wear armor, typically an old and battered shirt of chain mail and a dented helm. The mixture of loam and bone that forms their body also makes them difficult to damage.
Disruption (Su): Each time a mortslayer hits an undead with a claw attack, it draws away negative energy that deals an additional 1d4 points of damage to the undead opponent (no save). The mortslayer is also cured of damage equal to half the amount of negative energy it removed by disruption.
Spell-Like Abilities: At will―detect undead. 3/day―bless, hide from undead, protection from evil. Caster level 4th.
Advanced Benefits
In addition to the standard changes due to Hit Dice advancement, mortslayers also gain the following special benefits. The spell-like abilities do not affect the mortslayer who is employing them.
- The caster level of the spell-like abilities is equal to the Hit Dice.
- 5+ HD ― Add 1/day―cure serious wounds (undead only) to spell-like abilities.
- 6+ HD ― Add 3/day―disrupt undead to spell-like abilities.
- 7–10 HD ― Disruption deals 1d8 points of damage to undead.
- 8+ HD ― Add 3/day―halt undead to spell-like abilities.
- 9+ HD ― Turn resistance improves to +4.
- 10+ HD ― Add 1/day―cure critical wounds (undead only) to spell-like abilities.
- 11+ HD ― Disruption deals 2d6 points of damage to undead.
- 13 HD ― Add 1/day―undeath to death to spell-like abilities