Deathless (3.5e Template)

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Deathless appear more mummified than rotting, unlike their undead counterparts.

Undead are horrible creations usually brought about by mortal arcane magic. Denied the peace and rest promised them after shedding their mortal coil, they are plagued remains, either physical or spectral, bound to the Prime Material through wrath, regret or ambition. Unlike ordinary undead, however, deathless are undead that are animated by divine decree and, therefore, considerably more potent.

Deathless can be the product of a deity's personal intervention or magics, or they can be created at the behest of the most powerful of mortals through supreme feats and rituals of divine magics. Occasionally, deathless are created spontaneously over time in places where gods had touched the plane at earlier times and where their residual auras are strong. Deathless, whether or not they are mindless, are the purest sense of morbid personification. The singular purpose for which they are sustained even after natural death empowers their forms, making them stronger and tougher. Deathless are especially difficult to turn.

Creating a Deathless[edit]

The deathless template can be added to any corporeal undead creature. It can be either inherited (in the case of undead creation) or acquired (when existing undead are bestowed this template through powerful divine magic).

Size and Type[edit]

A deathless undead gains the Deathless subtype. Size is unchanged.

Hit Dice[edit]

Deathless gain an additional amount of hit points per HD equal to their Charisma bonus, given that this bonus is +0 or higher.


Same as base creature, although undead that can take single actions only regain or retain their ability to take full actions instead.

Armor Class[edit]

For every 5 HD the base creature possesses (round down), the deathless' existing natural armor bonus increases by +1.

Base Attack Bonus[edit]

A deathless' base attack bonus is equal to its HD.


A deathless retains all its natural and manufactured weapon proficiencies.

Special Qualities[edit]

A deathless gains spell resistance equal to its CR + 10. It also gains damage reduction 5/magic. Lastly, a deathless gains a turn resistance of half its spell resistance, rounded down, which stacks with any turn resistance the base creature might already possess.


+4 Strength, +2 Dexterity, +2 Intelligence (if the base creature has an Intelligence score), +4 Charisma.


A deathless gains Improved Natural Attack with the base creature's primary natural weapon.

Challenge Rating[edit]

Add 1 + ⅓ * HD to the base creature's CR (round down), to a maximum increment of 6.


Same as base creature.


Same as base creature.

Example of a Deathless Creature: Deathless Ghast[edit]

Size/Type: Medium Undead (Deathless)
Hit Dice: 4d12+23 (49 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/+9
Attack: Bite +9 melee (2d6+5 plus paralysis)
Full Attack: Bite +9 melee (2d6+5 plus paralysis) and 2 claws +7 melee (1d4+2 plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ghoul fever, paralyis, stench
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., undead traits, spell resistance 15, +9 turn resistance
Saves: Fort +1, Ref +5, Will +6
Abilities: Str 21, Dex 19, Con —, Int 15, Wis 14, Cha 20
Skills: Balance +8, Climb +11, Hide +9, Jump +11, Move Silently +9, Spot +8
Feats: Improved Natural Attack (bite), Multiattack, Toughness
Environment: Any
Organization: Solitary, gang (2-4), or pack (2-4 plus 7-12 ghouls)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5-8 HD (Medium)
Level Adjustment:

This is the Deathless variant of a Ghast. Although these creatures look just like their lesser kin, they are far more deadly and cunning.


Ghoul Fever (Su): Diseasebite, Fortitude DC 17, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

Paralysis (Ex): Those hit by a ghast’s bite or claw attack must succeed on a DC 17 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.

Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 17 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.

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