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Lost Soul

by Jamie Baty

Dragon 180
These denizens of Limbo are the souls of the dead that have yet to find peace on their immortal's homeplane or be returned to their body. They still have the statistics and abilities of the characters or monsters they once were. They possess reflections of all equipment and weapons they carried while alive.

Creating a Lost Soul
Lost Soul is an acquired template that can be added to any creature that arrives on the Plane of Limbo as a result of its death.

Size and Type: The creature's type changes to Deathless. Do not recalculate base attack bonus, saves, or skill points. The creature's size remains the same. It retains any subtypes and gains the augmented subtype. It uses all the base creature's statistics and special abilities except as noted here. Note that the creature's type returns to normal if it ever enters its body.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Same as the base creature.

Armour Class: Same as the base creature.

Base Attack: Same as the base creature.

Attack: Same as the base creature.

Full Attack: Same as the base creature.

Damage: Same as the base creature.

Special Attacks: A Lost Soul keeps any special attacks of the base creature.

Special Qualities: A Lost Soul retains the special qualities of the base creature. A Lost Soul gains the following special qualities.

Lost to the Living (Su): A Lost Soul is completely invisible and unable to communicate with or manipulate anything on the Prime. It is even undetectable through magic.

Prayers of the Living (Su): Prayers said by the living for the Lost Soul can greatly aid the Lost Soul. Benefits vary by the type of prayer, as well as the length and frequency of the prayers. Suitable benefits include protection from chaos or evil, bless, shield of faith, shield of law, and righteous might, or alternately they could help provide guidance to help the soul find peace or avoid danger.

Return to the Living (Su): A Lost Soul may travel to the Prime Plane if it finds a gate to it. A Lost Soul enters the Prime at the spot in which it died. If it finds its body (and it is in reasonably good condition, the Lost Soul may re-enter the body by succeeding on a Constitution check. It may attempt this up to three times.
Should the body be destroyed or be otherwise unsuitable for reviving, or the Lost Soul fails to revive its body three times, the Lost Soul must make a Wisdom check. If it succeeds, the Lost Soul immediately returns to Limbo. If it fails, the Lost Soul becomes a ghost.
A Lost Soul immediately enters its body if subject to a raise dead or resurrection spell.

Deathless Traits: A deathless has the following traits.
No Constitution score.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charm compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
Not subject to critical hits, nonlethal damage, or ability drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution) as well as fatigue and exhaustion effects. Unlike undead, the deathless are subject to energy drain. Like living creatures, deathless are harmed by negative energy and healed by positive energy
Immunity to any effect that requires a Fortitude save, except for energy drain attacks, effects that also work on objects, and harmless effects.
Cannot use the run action.
Uses Charisma modifier for Concentration checks.
Not at risk of death from massive damage, but when reduced to 0 hp or less, it is immediately destroyed.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect the deathless if they are willing. These spells turn deathless creatures back into the living creatures they were before becoming deathless.
Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless creatures as evil clerics rebuke, command, or bolster undead.
Deathless creatures gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Hide from undead and undeath to death also work against deathless. Detect undead and deathwatch also reveal deathless and allow the caster to distinguish deathless creatures from undead. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use "undead" line in the detect evil spell description when deathless are in the area of detect good spell. Deathless are healed by disrupt undead and damaged by unholy water as undead are by holy water. Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against undead creatures - including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of fire - do not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light. Spells such as command undead, control undead, create undead, create greater undead, and halt undead do not affect or create deathless creatures.
Proficient with its natural weapons and any weapons mentioned in its entries.
Proficient in whatever type of armour (light, medium, or heavy) it is described as wearing, as well as all lighter types. Deathless not listed as wearing armour are not proficient with armour.
Deathless do not breathe, eat, or sleep.

Saves: Base saves are the same as base creature.

Abilities: As a deathless creature, a Lost Soul has no Constitution score (it returns if the soul enters its body again.)

Skills: Same as the base creature.

Feats: Same as the base creature.

Environment: Plane of Limbo

Organisation: Solitary

Challenge Rating: Same as the base creature.

Treasure: None

Alignment: As base creature.

Advancement: By character class.

Level Adjustment: Same as the base creature