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<blockquote data-quote="Voadam" data-source="post: 5607132" data-attributes="member: 2209"><p><strong>Monster Geographica Forest</strong></p><p></p><p><a href="https://www.drivethrurpg.com/product/2696/Monster-Geographica-Forest?affiliate_id=17596" target="_blank">Monster Geographica: Forest:</a></p><p>3.5</p><p><strong>Autumnal Mourner:</strong> As the lingering spirits of the neglected dead, autumnal mourners appear during the gray mists of autumn. Deprived of a proper funeral, burial, or even commemoration, they now mourn the summer’s annual passing and the subsequent death of the trees’ falling leaves.</p><p>While the potential for autumnal mourners exists in every land, only the forest and woods’ seasonal changes, as experienced by their deciduous plant life, generate their creation.</p><p><strong>Bracken Corpse:</strong> Bracken corpses are the reanimated remains of murder victims hidden or dumped in the wilderness by their killer. Whether their creation results from arcane power or the whim of a vengeful deity, bracken corpses are fearsome shambling abominations.</p><p>During its metamorphosis into a bracken corpse, the dark powers of vengeance provided the bracken corpse with every detail surrounding its death.</p><p>On very rare occasions, the victims of a mass murderer arise as bracken corpses all searching for the same killer.</p><p><strong>Pontianak:</strong> Pontianaks are corporeal undead, giving life to the children slain by langsuyars or those born dead.</p><p>Any infant humanoid or monstrous humanoid slain by a langsuyar’s devouring maw attack rises as a pontianak 1d4 days after burial.</p><p><strong>Ghost of the Hunt:</strong> Unless a hunting party takes a druid with it to perform sacred rites on game it has killed, a ghost of the hunt may arise from any Survival checks made to hunt in the wild.</p><p><strong>Grisl:</strong> ?</p><p><strong>Hollow Dead:</strong> These tortured souls look like decaying corpses coated in a thick layer of dark ash. Their features are barely discernible, making it impossible to tell what race one belonged when it was alive. The despairing soul forms its body from the ash and dirt.</p><p><strong>Langsuyar:</strong> Some women speculate langsuyars are the ghosts of women who died in childbirth and seek revenge against that which killed them.</p><p><strong>Uragh Dhu:</strong> Some scholars insist these creatures are the remains of dead treants reanimated by a dark and forbidden evil ritual.</p><p><strong>Hearth Horror:</strong> A hearth horror is the ghost of a dead place, horribly corrupted by evil and obsessed with restoring itself to its former glory.</p><p>A hearth horror cannot form just anywhere. It forms in a location where great or terrible events have taken place. The horror takes on the personality and alignment of the events that happened there and is typically evil.</p><p>The heart of the hearth horror is formed when blood from victims spills upon the soil and sinks deep into the ground. The clot slowly grows in size over the years until it gradually forms into a heart buried in the earth beneath the area of the original construction.</p><p><strong>Ndalawo:</strong> Also known as a shadow leopard, the ndalawo is a leopard that has been transformed into an undead shadow.</p><p>A leopard reduced to Strength 0 by a shadow leopard becomes a new shadow leopard within 1d6 rounds.</p><p><strong>White-Haired Ghost:</strong> ?</p><p>Thaye Tase: It is rumored that they are the remains of giants or trolls that died a violent death.</p><p><strong>Lostling:</strong> Lostlings are the pitiful souls of creatures of lost individuals who died in the wilderness from starvation or madness.</p><p>Condemned to wander the woods in search of their former homes, these vile creatures develop an intense hatred of the living, and they seek to share their pain by damning their victims to share the same fate that caused their unnatural lives.</p><p>Creatures dying from starvation or thirst while in a catatonic state from a lostling's wisdom drain incorporeal touch transform into lostlings within 1d3 days.</p><p><strong>Variant Lostling:</strong> Lostlings that succumbed to the elements still bear marks of the weather conditions that killed them.</p><p><strong>Shenhab Cemetery Sentinel:</strong> Chosen as guards the honored dead, the shenhab cemetery sentinels are the first to be buried at a particular graveyard.</p><p><strong>Arborgeist:</strong> These twisted and corrupted spirits are the souls of treants and sentient trees that met their end at the hands of fire and great evil. Unable to find rest, these trees return as terrible spirits of vengeance known as arborgeists.</p><p><strong>?:</strong> Few mortal creatures have ever attempted to eat an entire deadwood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary — some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves.</p><p></p><p><strong>Ghast:</strong> A humanoid of 4 Hit Dice or more that dies from a grisl's ghoul fever bite rises as a ghast.</p><p>Corpses of humanoids that possessed four or more class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghasts.</p><p><strong>Ghoul:</strong> An afflicted humanoid who dies of a grisl's ghoul fever rises as a normal ghoul at the next midnight.</p><p>Corpses of humanoids that possessed two or three class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghouls.</p><p><strong>Shadow:</strong> Any humanoid reduced to Strength 0 by a shadow leopard becomes a shadow under control of its killer within 1d4 rounds.</p><p><strong>Skeleton:</strong> Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie.</p><p><strong>Zombie:</strong> Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie.</p></blockquote><p></p>
[QUOTE="Voadam, post: 5607132, member: 2209"] [b]Monster Geographica Forest[/b] [URL=https://www.drivethrurpg.com/product/2696/Monster-Geographica-Forest?affiliate_id=17596]Monster Geographica: Forest:[/URL] 3.5 [B]Autumnal Mourner:[/B] As the lingering spirits of the neglected dead, autumnal mourners appear during the gray mists of autumn. Deprived of a proper funeral, burial, or even commemoration, they now mourn the summer’s annual passing and the subsequent death of the trees’ falling leaves. While the potential for autumnal mourners exists in every land, only the forest and woods’ seasonal changes, as experienced by their deciduous plant life, generate their creation. [B]Bracken Corpse:[/B] Bracken corpses are the reanimated remains of murder victims hidden or dumped in the wilderness by their killer. Whether their creation results from arcane power or the whim of a vengeful deity, bracken corpses are fearsome shambling abominations. During its metamorphosis into a bracken corpse, the dark powers of vengeance provided the bracken corpse with every detail surrounding its death. On very rare occasions, the victims of a mass murderer arise as bracken corpses all searching for the same killer. [B]Pontianak:[/B] Pontianaks are corporeal undead, giving life to the children slain by langsuyars or those born dead. Any infant humanoid or monstrous humanoid slain by a langsuyar’s devouring maw attack rises as a pontianak 1d4 days after burial. [B]Ghost of the Hunt:[/B] Unless a hunting party takes a druid with it to perform sacred rites on game it has killed, a ghost of the hunt may arise from any Survival checks made to hunt in the wild. [B]Grisl:[/B] ? [B]Hollow Dead:[/B] These tortured souls look like decaying corpses coated in a thick layer of dark ash. Their features are barely discernible, making it impossible to tell what race one belonged when it was alive. The despairing soul forms its body from the ash and dirt. [B]Langsuyar:[/B] Some women speculate langsuyars are the ghosts of women who died in childbirth and seek revenge against that which killed them. [B]Uragh Dhu:[/B] Some scholars insist these creatures are the remains of dead treants reanimated by a dark and forbidden evil ritual. [B]Hearth Horror:[/B] A hearth horror is the ghost of a dead place, horribly corrupted by evil and obsessed with restoring itself to its former glory. A hearth horror cannot form just anywhere. It forms in a location where great or terrible events have taken place. The horror takes on the personality and alignment of the events that happened there and is typically evil. The heart of the hearth horror is formed when blood from victims spills upon the soil and sinks deep into the ground. The clot slowly grows in size over the years until it gradually forms into a heart buried in the earth beneath the area of the original construction. [B]Ndalawo:[/B] Also known as a shadow leopard, the ndalawo is a leopard that has been transformed into an undead shadow. A leopard reduced to Strength 0 by a shadow leopard becomes a new shadow leopard within 1d6 rounds. [B]White-Haired Ghost:[/B] ? Thaye Tase: It is rumored that they are the remains of giants or trolls that died a violent death. [B]Lostling:[/B] Lostlings are the pitiful souls of creatures of lost individuals who died in the wilderness from starvation or madness. Condemned to wander the woods in search of their former homes, these vile creatures develop an intense hatred of the living, and they seek to share their pain by damning their victims to share the same fate that caused their unnatural lives. Creatures dying from starvation or thirst while in a catatonic state from a lostling's wisdom drain incorporeal touch transform into lostlings within 1d3 days. [B]Variant Lostling:[/B] Lostlings that succumbed to the elements still bear marks of the weather conditions that killed them. [B]Shenhab Cemetery Sentinel:[/B] Chosen as guards the honored dead, the shenhab cemetery sentinels are the first to be buried at a particular graveyard. [B]Arborgeist:[/B] These twisted and corrupted spirits are the souls of treants and sentient trees that met their end at the hands of fire and great evil. Unable to find rest, these trees return as terrible spirits of vengeance known as arborgeists. [B]?:[/B] Few mortal creatures have ever attempted to eat an entire deadwood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary — some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves. [B]Ghast:[/B] A humanoid of 4 Hit Dice or more that dies from a grisl's ghoul fever bite rises as a ghast. Corpses of humanoids that possessed four or more class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghasts. [B]Ghoul:[/B] An afflicted humanoid who dies of a grisl's ghoul fever rises as a normal ghoul at the next midnight. Corpses of humanoids that possessed two or three class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghouls. [B]Shadow:[/B] Any humanoid reduced to Strength 0 by a shadow leopard becomes a shadow under control of its killer within 1d4 rounds. [B]Skeleton:[/B] Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie. [B]Zombie:[/B] Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie. [/QUOTE]
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