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Karrnathi Undead v2.

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The opening years of the Last War were a difficult time for the nation of Karrnath. Before the
Vaulted Legions war, Karrnath maintained the largest standing military of the Five Nations, but when the region
Although the undead legions of of Odakyr was ravaged by magical phenominum, crops failed, live stock withered, and the army
Karrnath were sealed beneath the was quickly reduced to a fraction of its former size as the nation was gripped by famine.
city of Atur at the end of the Last Beset on all sides, with people dying of starvation and disease, King Kaius I turned to the one
War, some continue to serve within remaining resource his nation has at it's disposal, its dead.
the military, acting as guards in Striking a terrible deal with the Blood of Vol, Karrnaths armies were soon bolstered by entire
remote outposts and along border divisions of zombies and skeletons, all marching to war under the banner of Karrnath. But, as the
regions, A few have even been Last War progressed, the obvious weaknesses of these undead became more present. Worse still,
commandeered by the malevolent they were easily outmatched by the latest creation of House Cannith, the Warforged.
Order of the Emerald Claw. Like the other nations though, Karrnath had not been idle, and throughout the Last War new
forms of undead found there way onto battlefields of Khorvaire. Eventually, a breakthrough was
made that lead to the creation of a new kind of undead soldier; one made from the remains of
Karrnaths most elite warriors.
Given unlife not by negative energy, but by the malign energies of Mabar; and made more
resilient with the application of secret alchemical processes, these undead warriors possessed
a cold intelligence that allowed them to follow more complex orders and even some capacity
to communicate, and although they were few in number at first, it wasn't long before entire
formations of Karrnathi undead were being fielded against the enemies of Karrnath.

Karrnathi Skeleton
Made from the bones of elite Karrnath warriors who have
died on the field of battle; Karrnathi Skeletons outwardly
resemble any other human skeleton, though their bones are
reinforced with alchemical regents that makes them stronger
and more resilient.
Like all Karrnathi undead, Karrnathi Skeletons are imbued with a
strange intelligence that makes them extraordinarily deadly on the
battlefield, and allows them to retain a semblance of the training
and discipline they displayed in life.

KARRNATHI SKELETON 2.1 CREATURE 4


UNCOMMON LE MEDIUM SKELETON UNDEAD
Perception +10; darkvision
Language common, necrila
Skills Acrobatics +12, Athletics +10, Intimidation +6
Str +4, Dex +4, Con +3, Int +0, Wis +2, Cha +0
Items longbow (20 arrows), scale armour, shortsword x2
AC 23, Fort +10, Reflex +12, Will +8
HP 52 (negative healing); Immunities death effects, disease, paralyzed, poison, unconscious;
Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5
Attack of Opportunity 5
Twin Scimitar 1 Requirements the Karrnathi Skeleton is wielding two scimitars, each in a
different hand; Effect the Karrnathi skeleton gains a +2 circumstantial penalty bonus to
AC until the start of its next turn.
Speed 25 feet
Melee 1 scimitar +12 (forceful, sweep), Damage 1d6+4 slashing
Melee 1 claw +12 (agile, finesse), Damage 1d6+2 slashing
Range 1 longbow +12 (deadly d10, range increment 100 feet, reload 0, volley 30 feet)
Damage 1d8 piercing
Bone Dance 2 (flourish) Requirements the Karrnathi Skeleton is wielding two scimitars,
each in a different hand; Effect A Karrnathi Skeleton fights in an unusual style, one not native
to the land of Karrnath. The Karrnathi Skeleton makes two Strikes, one with each of it's two melee
weapons. Both Strikes must have the same target. These attacks count towards the Karrnathi Skeletons
multiple attack penalty, but the penalty doesn't increase until after both attacks have been made. Once
these attacks are made, the Karrnathi skeleton Steps 5 feet.

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Karrnathi Zombie
Created from the remains of elite karrnathi soldiers that have fallen on the field of battle; Karrnathi
Zombies have a repugnant smell. The rotting flesh of these undead soldiers is alchemically treated Dreaded Warriors
to prevent further decay and improve its resilience. Metal plates are fused to the remaining skin The necromancers of Karrnath
and muscle before the body is infused with the energies of Mabar. developed many kinds of undead
Like all Karrnathi Undead, these zombies are highly intelligent, fighting with the same skill to fight for them in the Last War,
and focus they possessed in life. and while the two presented here
where the mainstay undead soldiers
KARRNATHI ZOMBIE CREATURE 4 of Karrnaths military, they fought
UNCOMMON LE MEDIUM UNDEAD ZOMBIE alongside other undead, such as
Perception +10; darkvision Karrnathi War Hounds, Dread
Language common, necril Marshals, and the thankfully rare
Skills Acrobatics +9, Athletics +10, Intimidation +6 Karrnathi Flesh Titans.
Str +4, Dex +1, Con +5, Int +0, Wis +2, Cha +0
Items full plate, longsword, shortbow (10 arrows), steel shield (hardness 5, HP 20, BT 10)
AC 28 (30 with shield raised), Fort +13, Reflex +9, Will +8
HP 76 (negative healing); Immunities death effects, disease, mental, paralyzed, poison, unconscious;
Weaknesses positive 10, slashing 10
Attack of Opportunity 5
Reactive Shield 5 Trigger An enemy hits the karrnathi zombie with a melee Strike; Effect The
Karrnathi Zombie can Raise its Shield and gain its shield's benefit to AC against the triggeting
attack.
Speed 20 feet
Melee 1 longsword +12 (versatile P) Damage 1d8+4 slashing
Melee 1 shield boss +12 (attached to shield) Damage 1d6+4 bludgeoning
Ranged 1 shortbow +9 (deadly d10, range incriment 60 feet, reload 0) Damage 1d6
piercing
Staggering Bash 2 The karrnathi zombie makes an Strike with its shield, followed by
a Strike with it's longsword using piercing damage instead of slashing. If the first
Strike hits, the targeted creature becomes Flat-Footed until the end of its turn. The
multiple attack penalty for these Strikes does not increase until both attacks have
been resolved.

The Odakyr Rites


Of all the developments and breakthroughs made in the field of necromancy
throughout the Last War, the Odakyr Rites represented a change in the way
undead where used in the armies of Karrnath.
Developed by high priest Malevanor–back when he was still a living thing–
and master necromancer Gyrnar Shult; the Odakyr Rites layout the alchemical
processes and necromantic rituals employed in the manufacture of Karrnaths elite
undead soldiers.
The exact details of the Odakyr Rites are a closely guarded secret, known only to
members of the Crimson Convenient and the order of the Corpse Collectors. What
little is known tells us that the rituals do not simply animate the remains of the dead
with negative energy. The original soul is gone, replaced with malign energies drawn
from the plane of Malbar. More importantly, only the remains of a Karrnathi soldier
can be used in the creation of Karrnathi undead.
While Gyrnar Shult attribute the need for karrnathi remains to the patriotic spirit of
Karrnath, some believe the fighting style employed by Karrnathi Skeletons is a sign
that something else had taken residence within the remains. Certainly, no such
fighting style has ever been taught within the military academy of Rekkenmark.
Soldiers serving alongside these undead soldier have even reported hearing
strange whispers coming from in them in dead of night, almost as if they where
communicating with one another. Rumours have even begun circulating that
some fragmented personality remain within the remains after the ritual is
completed, though if this where true it is something the crimson convenient
and the collectors would undoubtedly keep secret.

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