Curst

Cursts are undead humanoids trapped under a curse that will not let them die. They are created when an evil spellcaster casts bestow curse on a dying subject, then uses create undead or create greater undead to grant the victim undeath. The skin of a curst pales to an eerie white pallor. The whites of its eyes turn black and the color of the iris deepens, so that its eyes become small pools of glinting darkness. Cursts favor dark-colored clothing and wear cloaks and hoods to disguise their undead status while walking among the living. They prefer darkness to light and tend not to speak unless absolutely necessary. A curst is not controlled by its creator, and it seldom chooses to serve any master who does not offer an escape from its undead condition. In addition, the transformation into an undead being causes some cursts to go slightly mad, reducing their effectiveness as servitors. A remove curse effect destroys a curst, causing it to crumble into dust. A curst speaks whatever languages it knew in life.
Sample Curst
This white-skinned warrior has tortured eyes that reflect the pain of his terrible undead existence. He wears a heavy black cloak over his leather armor and carries an ancient bastard sword in his hands. This example curst uses a 5th-level human fighter as the base creature. Its ability scores before its transformation were Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
CURST 5TH-LEVEL HUMAN
Fighter Medium Undead (Augmented Humanoid)
Hit Dice: 5d12 (32 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +3 masterwork studded leather armor, +3 natural), touch 11, fl at-footed 16
Base Attack/Grapple: +5/+9
Attack: Slam +9 melee (1d4+6) or masterwork bastard sword +11 melee (1d10+8/19–20)
Full Attack: Slam +9 melee (1d4+6) or masterwork bastard sword +11 melee (1d10 +8/19–20)
Space/Reach: 5 ft/5 ft.
Special Qualities: Fast healing 1, immunity to cold and fire, spell resistance 17, turning immunity, unkillable, undead traits
Saves: Fort +4, Ref +2, Will –1
Abilities: Str 18, Dex 13, Con —, Int 6, Wis 6, Cha 6
Skills: Climb +10, Listen +1, Ride +7, Spot +1
Feats: Dodge, Exotic Weapon Proficiency (bastard sword), Improved Initiative, Mobility, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: By character class
Level Adjustment: +3
COMBAT
The curst fights recklessly, knowing that even if it is carved to pieces, it will simply rise again in a matter of hours or days. It often moves past a foe to reach another enemy, counting on its Mobility feat to protect it against any attacks of opportunity that its movement provokes.
Unkillable (Ex): The DC for the caster level check for the remove curse spell to lay this curst to rest is 15.
CREATING A CURST
“Curst” is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature). A curst uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead (augmented humanoid). Do not recalculate the creature’s base attack bonus, base saves, or skill points. Size is unchanged.
Hit Dice: All current and future Hit Dice become d12s.
Armor Class: The curst’s natural armor bonus improves by 3 over that of the base creature.
Attack: A curst retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the curst retains this ability. A curst fighting without weapons uses either its slam attack or its primary natural weapon (if it has any) when making an attack action. When it has a weapon, it usually uses that instead.
Full Attack: A curst fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.
Damage: A curst has a slam attack. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the curst’s size. A creature that has other kinds of natural weapons retains its old damage values or uses the appropriate value from the table below, whichever is better.
Base
Size Damage
Small 1d3
Medium 1d4
Large 1d6
Special Qualities: A curst retains all the special qualities of the base creature and gains those described below.
Fast Healing (Ex): A curst heals 1 point of damage each round so long as it has at least 1 hit point. If reduced to 0 or fewer hit points, it falls to the ground paralyzed, and its fast healing stops. After 1 hour, the curst makes a DC 20 level check. If the check succeeds, the curst regains 1 hit point, its fast healing resumes, and it is no longer paralyzed. If the check fails, the curst must make another check at the same DC 24 hours later, and every 24 hours thereafter until it succeeds and begins to recover hit points again. Thus, even a dismembered curst eventually recovers from its injuries.
Immunity to Cold and Fire (Ex): A curst takes no damage from cold or fire attacks.
Madness (Ex): A curst whose Wisdom score is 1 or 2 is afflicted with bouts of madness. In combat, it has a 5% chance each round to behave erratically. On any round when this occurs, the curst takes no action.
Spell Resistance (Ex): A curst has spell resistance equal to 12 + its character level.
Turning Immunity (Ex): Cursts cannot be turned, rebuked, destroyed, or commanded.
Unkillable (Ex): Only two ways exist to destroy a curst permanently. One is to destroy its body (by total immersion in acid, or disintegrate or undeath to death spell, for example). The other is to remove the curse that keeps it from dying. The caster of the remove curse spell must succeed on a caster level check (DC 10 + the curst’s HD) to successfully remove the curse.
Abilities: Change from the base creature as follows: Str +2, Int –4 (minimum 3), Wis –6 (minimum 1), Cha –2 (minimum 1). As an undead creature, a curst has no Constitution score. A curst who’s Wisdom score is reduced to 1 or 2 gains the madness special quality (see above).
Skills: Same as the base creature. Do not reduce existing skill ranks because of the drop in Intelligence, but apply the new Intelligence modifier normally to any Intelligence-based skill checks and to the number of skill points gained when the curst gains new levels.
Organization: Solitary.
Challenge Rating: Same as the base creature +1.
Alignment: Often chaotic (any).
Advancement: By character class.
Level Adjustment: +3.