Hollow Ones (3.5e Template)

Hollow Ones
Summary::The skin of dead people. Popular among necromancers who prefer skeletons over zombies.

''A person stands before you. If it weren't for the empty holes where their eyes should be, and full creases at their joints, you'd think they were alive.''

Creating a Hollow One
This is an acquired template, applied by raising the skin of a legal target for animate dead with a casting of that spell. If adding this functionality to the spell is not permitted, it's raised with an identical copy of that spell named animate hollow one instead, that raises Hollow Ones instead of Skeletons or Zombies.

Size and Type
The creature changes its type to Type::Undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice
Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can’t be made into a hollow one by the animate dead spell or its equivalent.

Speed
The creature gains a Clumsy 5' fly speed. It is affected by wind.

Armor Class
AC does not change.

Attack
A hollow one’s base attack bonus is equal to ½ its Hit Dice.

Special Attacks
A hollow one retains none of the base creature’s special attacks.

Special Qualities
A hollow loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A hollow one gains the following special qualities.

Vulnerability to Fire

A hollow one has damage reduction 10/slashing or piercing. Hollow ones just reinflate when struck with bludgeoning weapons, but they deflate when chopped up or stabbed.

Hollow ones are immune to fall damage.

Saves
Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +½ HD + 2.

Abilities
A hollow one has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.

Skills
A hollow one has no skills, although it gets a +20 racial bones to Escape Artist checks due to its flexible nature.

Feats
A hollow one loses all feats of the base creature and gains Grimoire Toughness.

Environment
Where they are sent.

Organization
Hollow ones often like to drop from the sky, so they often travel with things that can go there.

Challenge Rating
Equal to half Hit Dice. Round down if it has 2 or more Hit Dice.

Treasure
None or as they are equipped. Ex-NPCs are likely to have weapons, since hollow ones gain no natural attacks.

Alignment
Always neutral evil. Negative energy is basically the essence of evil, you know.

Advancement
As base creature (or — if the base creature advances by character class).

Level Adjustment
+Level Adjustment::0