Harlo Krant
Level 4Attacks
Abilities
A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Krant intones blasphemous words to gain control over a zombie he can see within 100 feet. A zombie that is mindless and not under someone else's control falls under his control automatically; otherwise, the zombie or its controller can attempt a DC 22 will save to avoid being controlled (whichever has the higher modifier). The target zombie is temporarily immune for 24 hours if successful. The attempt fails if the zombie is the same level as Krant or higher. The zombie remains controlled by Krant until either is destroyed. Krant can control up to 8 zombies at a time. If Krant would control a number of zombies over this limit, he chooses which to release.
Krant can create lesser zombies with a 1-hour ritual. During this time, Krant chants and performs an unholy dance over the corpses he intends to animate. Unlike normal rituals, this doesn't require a skill check or Cost. At the end of this hour, Krant can create one 1st- or 2nd-level zombie, or two zombies of level 0 or lower. These are automatically under Krant's control and count toward the limit of Command Zombie. Any zombies created by Krant still count toward the XP budget of an encounter normally. Krant has created enough individual zombies to form shambler troops, which are effectively 4th-level creatures. Rather than creating them directly, he needed to train weaker zombies to work as troops. Level -1 Zombies • Zombie Shambler Level 0 Zombies • Zombie Snake Level 1 Zombies • Goblin Zombie • Plague Zombie Level 2 Zombies • Husk Zombie • Zombie Brute
Frequency once per round Effect Each zombie controlled by Krant Strides 5 feet (or Burrows, Climbs, Flies, or Swims 5 feet if it has the corresponding movement type).
Requirements Krant is holding his scythe
Krant draws the creature's soul into his scythe. The next time he makes a scythe Strike, the soul is released and the Strike deals an extra 1d6 void damage. The scythe can hold only one soul at a time.