Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Undead Origins
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Voadam" data-source="post: 5616772" data-attributes="member: 2209"><p><strong>Monster Geographica: Plain and Desert</strong></p><p></p><p><a href="https://www.drivethrurpg.com/product/3755/Monster-Geographica-Plain--Desert?affiliate_id=17596" target="_blank">Monster Geographica: Plain & Desert</a></p><p>3.5</p><p><strong>Cadaver:</strong> Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example).</p><p><strong>Ghastiff:</strong> Ghastiffs may be created by any spell or effect that can create a ghoul.</p><p>An afflicted humanoid or canine who dies of ghoul fever rises as a ghoul or a ghastiff, respectively, at the next midnight.</p><p><strong>Glacial Haunt:</strong> In the icy wastes of the north lurks the undead spirits of those who froze to death in the snows.</p><p><strong>Burning Ghat:</strong> The burning ghat is a rare form of undead, created in areas of unusually high negative energy saturation when a sentient creature is put to death by fire for a crime it was innocent of.</p><p><strong>Heart Stalker:</strong> A humanoid victim who has its heart removed by a heart stalker begins to decompose rapidly, rising as a heart stalker on the following night under control of the first heart stalker.</p><p><strong>N'erfalter:</strong> N’erfalters are soldiers who were cut down without completing their missions. Their resilience to a cause is so strong that they simply refuse to succumb to eternal rest and are granted temporary unlife by a war deity.</p><p><strong>Sword Tree:</strong> Swordtrees are undead plants that grow and propagate by embedding their seeds in living flesh.</p><p>On a successful swordpod attack, the swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month.</p><p><strong>Vohrahn:</strong> Created by spellcasters by binding dead spirits to the bodies of recently-slain warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals.</p><p>Every vohrahn contains the soul of a dead being who was at peace before its entrapment.</p><p><strong>Wraithlight:</strong> Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they may be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, trapped in a foreign world after theirs was destroyed and trying to continue their existence.</p><p><strong>Gray Moaner:</strong> Gray moaners are the pitiful souls of fallen warriors who died of exposure to the elements.</p><p><strong>Blightsower:</strong> They parch the land and roam, offering promises of prosperity to desperate farmers in an infernal pact. Once the farmers agree to the pact, the land turns fruitful for seven years. After seven years to the day, the farmer’s soul suddenly departs from this world, fulfi lling the terms of the pact. While the farmer’s spirit suffers endless torment in the realm of the dark forces, his body rises from death and assumes its new undead existence as a blightsower.</p><p><strong>Cinderwrath:</strong> Cinderwraths are rumored to be the collective remnants of those who have been abandoned in the desert, their bodies left to burn in the sweltering heat of the sunbaked sands. This theory is supported by the fact that those it burns itself join with its body, causing it to grow in size and power.</p><p><strong>Raging Spirit:</strong> Raging spirits are the ghosts of the mighty bhorloth, a three-tusked bison that roams the plains and prized as mounts, pack animals, and manual labor. The innate fury and temperamental will of the bhorloth sometimes cause their spirit to return as ghosts, haunting the plains and those responsible for their demise. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloths driven from their homes.</p><p><strong>Trotured:</strong> Tortured are the twisted souls of good clerics and paladins who were murdered before they could atone for their misdeeds. Separated from their god for eternity, they hunt good clerics and paladins, seeking those who have what they cannot.</p><p><strong>Cadavalier:</strong> Cadavaliers are created by necromancers to serve as cavalry in their undead armies.</p><p>A spellcaster of 15th level or higher can create a cadavalier using a <em>create undead</em> spell.</p><p><strong>Walking Disease:</strong> Any humanoid creature slain by a walking disease's massive infection power rises as a walking disease 1d4 days later.</p><p></p><p><strong>Ghoul:</strong> An afflicted humanoid who dies of a ghastiff's ghoul fever rises as a ghoul at the next midnight.</p><p><strong>Ghast:</strong> An afflicted humanoid of 4 Hit Dice or more who dies of a ghastiff's ghoul fever rises as a ghoul at the next midnight.</p><p><strong>Wight:</strong> After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath and with 7 HD or more have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds.</p><p><strong>Zombie:</strong> As a standard action, a spirit rook can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the rook must be able to see the body to use this ability. The rook makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the rook captures the soul, and the body immediately rises as an undead servant of the rook.</p><p>The undead servant is identical with a zombie of equal size (see the “Zombie” template in the MM), but with a number of bonus hit points equal to the victim’s total HD when it was alive. Due to the spiritual link between the spirit rook and the body of the captured soul, the servant also gains the benefi t of the spirit rook’s damage reduction and spell resistance as long as it remains within 30 feet of the rook.</p><p>On a successful swordpod attack, a swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month.</p><p>After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds.</p><p></p><p><em>Bind Vohrahn</em></p><p>Necromancy [Evil]</p><p>Level: Clr 7, Sor/Wiz 7</p><p>Components: V, S, M</p><p>Casting Time: 1 hour</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: Up to four humanoid corpses</p><p>Duration: Instantaneous</p><p>Saving Throw: None; see text</p><p>Spell Resistance: No</p><p>The caster calls recently-deceased spirits from the realms of the dead, forcing them into nearby corpses which rise and become vohrahn. The spirits’ desire to rest again is converted into magical energy by the spell, granting the vohrahn additional power.</p><p>This spell creates up to four vohrahn, who follow commands as if controlled by animate dead. The vohrahn are self-aware, however, and may be able to subvert their creator’s commands by following the letter, but not the spirit, of an order. A vohrahn who wishes to subvert a command can make a Will save. Success means that it retains enough free will to twist the command’s wording, while failure means it cannot try again for another week.</p><p>This spell must be cast within 300 feet of the site of a recent (1d8 weeks past) humanoid death or burial. The spell cannot create more vohrahn than the number of recent deaths. For this reason, bind vohrahn is usually cast in graveyards or at the sites of battles.</p><p>Material Component: The spell must be cast on a dead humanoid body, and the caster must sprinkle a powder made of mandrake root, ground black onyx, and silver dust over each body to be animated. The powder is worth 200 gp.</p></blockquote><p></p>
[QUOTE="Voadam, post: 5616772, member: 2209"] [b]Monster Geographica: Plain and Desert[/b] [URL=https://www.drivethrurpg.com/product/3755/Monster-Geographica-Plain--Desert?affiliate_id=17596]Monster Geographica: Plain & Desert[/URL] 3.5 [B]Cadaver:[/B] Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example). [B]Ghastiff:[/B] Ghastiffs may be created by any spell or effect that can create a ghoul. An afflicted humanoid or canine who dies of ghoul fever rises as a ghoul or a ghastiff, respectively, at the next midnight. [B]Glacial Haunt:[/B] In the icy wastes of the north lurks the undead spirits of those who froze to death in the snows. [B]Burning Ghat:[/B] The burning ghat is a rare form of undead, created in areas of unusually high negative energy saturation when a sentient creature is put to death by fire for a crime it was innocent of. [B]Heart Stalker:[/B] A humanoid victim who has its heart removed by a heart stalker begins to decompose rapidly, rising as a heart stalker on the following night under control of the first heart stalker. [B]N'erfalter:[/B] N’erfalters are soldiers who were cut down without completing their missions. Their resilience to a cause is so strong that they simply refuse to succumb to eternal rest and are granted temporary unlife by a war deity. [B]Sword Tree:[/B] Swordtrees are undead plants that grow and propagate by embedding their seeds in living flesh. On a successful swordpod attack, the swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month. [B]Vohrahn:[/B] Created by spellcasters by binding dead spirits to the bodies of recently-slain warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals. Every vohrahn contains the soul of a dead being who was at peace before its entrapment. [B]Wraithlight:[/B] Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they may be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, trapped in a foreign world after theirs was destroyed and trying to continue their existence. [B]Gray Moaner:[/B] Gray moaners are the pitiful souls of fallen warriors who died of exposure to the elements. [B]Blightsower:[/B] They parch the land and roam, offering promises of prosperity to desperate farmers in an infernal pact. Once the farmers agree to the pact, the land turns fruitful for seven years. After seven years to the day, the farmer’s soul suddenly departs from this world, fulfi lling the terms of the pact. While the farmer’s spirit suffers endless torment in the realm of the dark forces, his body rises from death and assumes its new undead existence as a blightsower. [B]Cinderwrath:[/B] Cinderwraths are rumored to be the collective remnants of those who have been abandoned in the desert, their bodies left to burn in the sweltering heat of the sunbaked sands. This theory is supported by the fact that those it burns itself join with its body, causing it to grow in size and power. [B]Raging Spirit:[/B] Raging spirits are the ghosts of the mighty bhorloth, a three-tusked bison that roams the plains and prized as mounts, pack animals, and manual labor. The innate fury and temperamental will of the bhorloth sometimes cause their spirit to return as ghosts, haunting the plains and those responsible for their demise. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloths driven from their homes. [B]Trotured:[/B] Tortured are the twisted souls of good clerics and paladins who were murdered before they could atone for their misdeeds. Separated from their god for eternity, they hunt good clerics and paladins, seeking those who have what they cannot. [B]Cadavalier:[/B] Cadavaliers are created by necromancers to serve as cavalry in their undead armies. A spellcaster of 15th level or higher can create a cadavalier using a [I]create undead[/I] spell. [B]Walking Disease:[/B] Any humanoid creature slain by a walking disease's massive infection power rises as a walking disease 1d4 days later. [B]Ghoul:[/B] An afflicted humanoid who dies of a ghastiff's ghoul fever rises as a ghoul at the next midnight. [B]Ghast:[/B] An afflicted humanoid of 4 Hit Dice or more who dies of a ghastiff's ghoul fever rises as a ghoul at the next midnight. [B]Wight:[/B] After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath and with 7 HD or more have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds. [B]Zombie:[/B] As a standard action, a spirit rook can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the rook must be able to see the body to use this ability. The rook makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the rook captures the soul, and the body immediately rises as an undead servant of the rook. The undead servant is identical with a zombie of equal size (see the “Zombie” template in the MM), but with a number of bonus hit points equal to the victim’s total HD when it was alive. Due to the spiritual link between the spirit rook and the body of the captured soul, the servant also gains the benefi t of the spirit rook’s damage reduction and spell resistance as long as it remains within 30 feet of the rook. On a successful swordpod attack, a swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month. After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. [I]Bind Vohrahn[/I] Necromancy [Evil] Level: Clr 7, Sor/Wiz 7 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Target: Up to four humanoid corpses Duration: Instantaneous Saving Throw: None; see text Spell Resistance: No The caster calls recently-deceased spirits from the realms of the dead, forcing them into nearby corpses which rise and become vohrahn. The spirits’ desire to rest again is converted into magical energy by the spell, granting the vohrahn additional power. This spell creates up to four vohrahn, who follow commands as if controlled by animate dead. The vohrahn are self-aware, however, and may be able to subvert their creator’s commands by following the letter, but not the spirit, of an order. A vohrahn who wishes to subvert a command can make a Will save. Success means that it retains enough free will to twist the command’s wording, while failure means it cannot try again for another week. This spell must be cast within 300 feet of the site of a recent (1d8 weeks past) humanoid death or burial. The spell cannot create more vohrahn than the number of recent deaths. For this reason, bind vohrahn is usually cast in graveyards or at the sites of battles. Material Component: The spell must be cast on a dead humanoid body, and the caster must sprinkle a powder made of mandrake root, ground black onyx, and silver dust over each body to be animated. The powder is worth 200 gp. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Undead Origins
Top