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<blockquote data-quote="Voadam" data-source="post: 6546270" data-attributes="member: 2209"><p><strong>Libris Mortis</strong></p><p></p><p><a href="https://www.drivethrurpg.com/product/51645/Libris-Mortis-The-Book-of-Undead-35?affiliate_id=17596" target="_blank">Libris Mortis: The Book of Undead</a></p><p>3.5</p><p><strong>Angel of Decay:</strong> ?</p><p><strong>Atropal Scion:</strong> Atropal scions are clots of divine flesh given form and animation by bleak-hearted gods of death. When a stillborn godling rises spontaneously as an undead, a great abomination is born. If that abomination is defeated, but any fragment or cast-off bit of flesh remains, an atropal scion may yet arise from those fragments, lessened in power from its divine beginnings, but no less hateful for its stature.</p><p><strong>Blaspheme:</strong> Crafted in bygone days by power-mad wizards searching to create the perfect undead guardians.</p><p>Each blaspheme is created with parts from multiple ancient corpses, with teeth specially harvested from sacrifices to evil powers.</p><p><strong>Bleakborn:</strong> Sometimes a newly created bleakbron spawn becomes a bleakborn instead of a mere zombie, though the wiles of the dark gods determine such instances.</p><p><strong>Blood Amniote:</strong> If a blood amniote deals as many points of Constitution damage during its existence as its full normal hit point total, it self spawns, splitting into two identical blood amniotes, each with a number of hit points equal to the original blood amniote’s full normal total.</p><p><strong>Bloodmote Cloud:</strong> ?</p><p><strong>Bone Rat Swarm:</strong> ?</p><p><strong>Boneyard:</strong> ?</p><p><strong>Brain in a Jar:</strong> The ritual of extraction, the spells of formulation, and the alchemical recipes of preservation are closely guarded secrets held by only a few master necromancers.</p><p><strong>Cinderspawn:</strong> Cinderspawn are burnt-out undead remnants of creatures of elemental fire.</p><p><strong>Corpse Rat Swarm:</strong> ?</p><p><strong>Crypt Chanter:</strong> Any humanoid slain by a crypt chanter through its draining melody becomes a crypt chanter 1d4 rounds later.</p><p><strong>Deathlock:</strong> Deathlocks are undead born of the corpses of powerful spellcasters whose remains are so charged with magic that they are unable to lie quiet in the grave.</p><p><strong>Dessicator:</strong> Desiccators are the dried-out undead remnants of creatures of elemental water.</p><p><strong>Dream Vestige:</strong> The original dream vestige was born from the nightmares of an entire city, as all of its citizens died in cursed sleep (a curse that some attribute to Orcus). Since then, that creature has spawned itself many times over.</p><p>When a dream vestige gains a number of temporary hit points equal to its full normal hit point total, it self spawns, splitting into two identical dream vestiges, each with a number of hit points equal to the original dream vestige’s full normal total.</p><p><strong>Entomber:</strong> Entombers are undead animated by necromancers who prefer to leave the dirty work to their servants.</p><p><strong>Entropic Reaper:</strong> Entropic reapers are undead that arise in Limbo.</p><p><strong>Evolved Undead:</strong> An evolved undead is an undead whose body is flushed with more negative energy than normal due to an exceptionally long lifetime.</p><p>When an intelligent undead creature survives for 100 years or more (or when the DM decides to create an undead monster with a twist), there is a 1% chance that its connection to the Negative Energy Plane grows more mature. When this “evolution” occurs, the undead gains this template. Each additional 100 years of existence affords an additional 1% chance of a more mature connection, plus an additional 1% chance for each previous evolution.</p><p>“Evolved undead” is an acquired template that can be added to any undead with an Intelligence score.</p><p><strong>Forsaken Skin:</strong> Creatures killed by a forsaken shell slough their skins after 1d4 rounds. These sloughed skins are new forsaken shells under the spawner’s control.</p><p><strong>Ghost Brute:</strong> Ghost brutes are the spectral remnants of animals, magical beasts, and sentient plants—creatures without the minimum Charisma needed to become normal ghosts.</p><p>A ghost brute most often results from the same circumstances that caused its earthly companion or master to remain after death. It might be the mount of a betrayed paladin, the beloved pet of a child tragically killed, the scorched oak of a ghostly dryad, or a murdered druid’s animal companion.</p><p>However, sometimes a bizarre circumstance might produce a ghost brute without an intelligent companion. For example, a forest suddenly obliterated by an evil magical attack might remain as a ghostly grove populated by lingering spirits not even completely aware of their own destruction.</p><p>“Ghost brute” is an acquired template that can be added to any animal, magical beast, or plant with a Charisma score below 8.</p><p><strong>Gravetouched Ghoul:</strong> Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a gravetouched ghoul.</p><p>In rare occasions the creation of a ghoul briefly draws the attention of Doresain, King of the Ghouls. When this happens, the newly formed ghoul does not possess the standard Monster Manual statistics for a ghoul, but instead the base creature gains the gravetouched ghoul template.</p><p>“Gravetouched ghoul” is an acquired template that can be added to any corporeal aberration, fey, giant, humanoid, or monstrous humanoid with Intelligence and Charisma scores of 3 or higher.</p><p><strong>Hulking Corpse:</strong> ?</p><p><strong>Mummified Creature:</strong> Mummies are undead creatures, embalmed using ancient necromantic lore.</p><p>“Mummified creature” is an acquired template that can be added to any corporeal giant, humanoid, or monstrous humanoid.</p><p>The process of becoming a mummy is usually involuntary, but expressing the wish to become a mummy to the proper priests (and paying the proper fees) can convince them to bring you back to life as a mummy—especially if some of your friends make sure the priests do what you paid them to do.</p><p><strong>Murk:</strong> A murk that bestows a negative level on a 1 HD creature kills the creature, which becomes a murk under the control of its killer within 1d4 rounds.</p><p><strong>Necromental:</strong> A necromental is the undead remnant of an elemental creature.</p><p>“Necromental” is an acquired template that can be added to any elemental.</p><p><strong>Necropolitan:</strong> Necropolitans are humanoids who renounce life and embrace undeath in a special ritual called the Ritual of Crucimigration.</p><p>“Necropolitan” is an acquired template that can be added to any humanoid or monstrous humanoid.</p><p>Any living humanoid or monstrous humanoid can petition for consideration to undergo the Ritual of Crucimigration, which (if successful) enables the creature to become a necropolitan. The petition for consideration requires a fee of 3,000 gp and a written plea.</p><p>The Ritual: The first part of the ritual requires the placement of the petitioner on a standing pole. Cursed nails are used to affix the petitioner, and then the pole is lifted into place. The resultant excruciating pain that shoots like molten metal through the petitioner’s fingers and up the arms is not what finally ends the petitioner’s mortal life, however, since death usually comes from asphyxiation and heart failure. As petitioners feel death’s chill enter their bodies, many have second thoughts, but it is far too late to go back—the cursed nails and chanting of the ritual ensures that the Crucimigration is completed.</p><p>The ceremony that lasts for 24 hours—the usual time it takes for the petitioner to perish. During this period, two or three zombie servitors keep up a chant initiated by the ritual leader when the petitioner is first placed into position. Upon hearing the petitioner’s last breath, the ritual leader calls forth the names of evil powers and gods to forge a link with the Negative Energy Plane, and then impales the petitioner. Dying, the petitioner is reborn as a necropolitan, dead but animate.</p><p><strong>Plague Blight:</strong> Plague blights are animated corpses of humanoids who died from plague or rot.</p><p><strong>Quell:</strong> ?</p><p><strong>Raiment:</strong> A raiment is the clothing of a victim of some atrocious crime, animated by the spirit of the vengeful victim.</p><p><strong>Revived Fossil:</strong> Revived fossils are the remains of animals or monsters that were preserved in a petrified state. Fossils are found encased in stone or other geological deposits, but revived fossils are the freed and animated remains of the dead.</p><p>Revived fossils cannot be created with the animate dead spell, but instead are created through special necromantic rituals that vary depending on the fossil to be revived.</p><p>“Revived fossil” is an acquired template that can be added to any corporeal creature.</p><p><strong>Skin Kite:</strong> When a skin kite has absorbed 4 points of Charisma (through its steal skin ability), it attempts to retreat to a safe place where it can take a full-round action to spawn a new skin kite with the stolen skin.</p><p><strong>Skirr:</strong> ?</p><p><strong>Skulking Cyst:</strong> A skulking cyst is disgorged from the rotting corpse of a living creature, born of a necrotic cyst that eventually kills its host (see the necrotic cyst spell).</p><p><em>Necrotic Cyst</em> spell.</p><p><strong>Slaughter Wight:</strong> Slaughter wights are undead that have been specially touched by dark gods, endowing them with a vicious hatred of life that goes beyond that of simple walking dead.</p><p>Sometimes a newly created slaughter wight spawn becomes a slaughter wight instead of a mere wight, though the wiles of the dark gods determine such instances.</p><p><strong>Slaymate:</strong> Slaymates are undead creatures given a semblance of life when a guardian’s betrayal, either outright or through negligence, leads to death.</p><p><strong>Spectral Lyricist:</strong> In life, a spectral lyrist used its powers of performance and persuasion to further the cause of evil and strife, whether by urging listeners to commit violence or simply luring the innocent to their deaths. Cursed to forever walk the earth, it blames those still alive for its undead state and seeks to commit even greater evils against them.</p><p><strong>Swarm-Shifter:</strong> “Swarm-shifter” is an acquired template that can be added to any corporeal undead with an Intelligence score.</p><p><strong>Tomb Motes:</strong> Tomb motes sometimes spontaneously arise in graveyards with a high concentration of buried magic, undead activity, and/or mass burials.</p><p><strong>Umbral Creature:</strong> “Umbral creature” is an acquired template that can be added to any aberration, dragon, giant, magical beast, or monstrous humanoid with a Charisma score of at least 8.</p><p><strong>Visage:</strong> The first visages were formed from the spirits of demons by Orcus, Demon Prince of Undead, while he had assumed the identity of Tenebrous. When he reassumed his true identity and mantle, however, Orcus discarded the visages from his service, and since that time, they have reproduced by spawning new visages from any evil outsiders.</p><p>Any evil outsider slain by a visage becomes a visage 24 hours after death.</p><p><strong>Voidwraith:</strong> ?</p><p><strong>Wheep:</strong> ?</p><p></p><p><strong>Ghoul:</strong> Ghouls are said to be created upon the death of a living sentient being who savored the taste of the flesh of other sentient creatures. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead.</p><p>Most humanoids who engage in such activities and return from the grave are mere ghouls.</p><p><strong>Shadow:</strong> Any humanoid reduced to Strength 0 by an umbral creature dies and rises as a shadow under the control of its killer in 1d4 rounds.</p><p><strong>Wight:</strong> Any humanoid slain by a slaughter wight becomes a normal wight in 1d4 rounds.</p><p><strong>Zombie:</strong> Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds.</p></blockquote><p></p>
[QUOTE="Voadam, post: 6546270, member: 2209"] [B]Libris Mortis[/B] [URL=https://www.drivethrurpg.com/product/51645/Libris-Mortis-The-Book-of-Undead-35?affiliate_id=17596]Libris Mortis: The Book of Undead[/URL] 3.5 [B]Angel of Decay:[/B] ? [B]Atropal Scion:[/B] Atropal scions are clots of divine flesh given form and animation by bleak-hearted gods of death. When a stillborn godling rises spontaneously as an undead, a great abomination is born. If that abomination is defeated, but any fragment or cast-off bit of flesh remains, an atropal scion may yet arise from those fragments, lessened in power from its divine beginnings, but no less hateful for its stature. [B]Blaspheme:[/B] Crafted in bygone days by power-mad wizards searching to create the perfect undead guardians. Each blaspheme is created with parts from multiple ancient corpses, with teeth specially harvested from sacrifices to evil powers. [B]Bleakborn:[/B] Sometimes a newly created bleakbron spawn becomes a bleakborn instead of a mere zombie, though the wiles of the dark gods determine such instances. [B]Blood Amniote:[/B] If a blood amniote deals as many points of Constitution damage during its existence as its full normal hit point total, it self spawns, splitting into two identical blood amniotes, each with a number of hit points equal to the original blood amniote’s full normal total. [B]Bloodmote Cloud:[/B] ? [B]Bone Rat Swarm:[/B] ? [B]Boneyard:[/B] ? [B]Brain in a Jar:[/B] The ritual of extraction, the spells of formulation, and the alchemical recipes of preservation are closely guarded secrets held by only a few master necromancers. [B]Cinderspawn:[/B] Cinderspawn are burnt-out undead remnants of creatures of elemental fire. [B]Corpse Rat Swarm:[/B] ? [B]Crypt Chanter:[/B] Any humanoid slain by a crypt chanter through its draining melody becomes a crypt chanter 1d4 rounds later. [B]Deathlock:[/B] Deathlocks are undead born of the corpses of powerful spellcasters whose remains are so charged with magic that they are unable to lie quiet in the grave. [B]Dessicator:[/B] Desiccators are the dried-out undead remnants of creatures of elemental water. [B]Dream Vestige:[/B] The original dream vestige was born from the nightmares of an entire city, as all of its citizens died in cursed sleep (a curse that some attribute to Orcus). Since then, that creature has spawned itself many times over. When a dream vestige gains a number of temporary hit points equal to its full normal hit point total, it self spawns, splitting into two identical dream vestiges, each with a number of hit points equal to the original dream vestige’s full normal total. [B]Entomber:[/B] Entombers are undead animated by necromancers who prefer to leave the dirty work to their servants. [B]Entropic Reaper:[/B] Entropic reapers are undead that arise in Limbo. [B]Evolved Undead:[/B] An evolved undead is an undead whose body is flushed with more negative energy than normal due to an exceptionally long lifetime. When an intelligent undead creature survives for 100 years or more (or when the DM decides to create an undead monster with a twist), there is a 1% chance that its connection to the Negative Energy Plane grows more mature. When this “evolution” occurs, the undead gains this template. Each additional 100 years of existence affords an additional 1% chance of a more mature connection, plus an additional 1% chance for each previous evolution. “Evolved undead” is an acquired template that can be added to any undead with an Intelligence score. [B]Forsaken Skin:[/B] Creatures killed by a forsaken shell slough their skins after 1d4 rounds. These sloughed skins are new forsaken shells under the spawner’s control. [B]Ghost Brute:[/B] Ghost brutes are the spectral remnants of animals, magical beasts, and sentient plants—creatures without the minimum Charisma needed to become normal ghosts. A ghost brute most often results from the same circumstances that caused its earthly companion or master to remain after death. It might be the mount of a betrayed paladin, the beloved pet of a child tragically killed, the scorched oak of a ghostly dryad, or a murdered druid’s animal companion. However, sometimes a bizarre circumstance might produce a ghost brute without an intelligent companion. For example, a forest suddenly obliterated by an evil magical attack might remain as a ghostly grove populated by lingering spirits not even completely aware of their own destruction. “Ghost brute” is an acquired template that can be added to any animal, magical beast, or plant with a Charisma score below 8. [B]Gravetouched Ghoul:[/B] Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a gravetouched ghoul. In rare occasions the creation of a ghoul briefly draws the attention of Doresain, King of the Ghouls. When this happens, the newly formed ghoul does not possess the standard Monster Manual statistics for a ghoul, but instead the base creature gains the gravetouched ghoul template. “Gravetouched ghoul” is an acquired template that can be added to any corporeal aberration, fey, giant, humanoid, or monstrous humanoid with Intelligence and Charisma scores of 3 or higher. [B]Hulking Corpse:[/B] ? [B]Mummified Creature:[/B] Mummies are undead creatures, embalmed using ancient necromantic lore. “Mummified creature” is an acquired template that can be added to any corporeal giant, humanoid, or monstrous humanoid. The process of becoming a mummy is usually involuntary, but expressing the wish to become a mummy to the proper priests (and paying the proper fees) can convince them to bring you back to life as a mummy—especially if some of your friends make sure the priests do what you paid them to do. [B]Murk:[/B] A murk that bestows a negative level on a 1 HD creature kills the creature, which becomes a murk under the control of its killer within 1d4 rounds. [B]Necromental:[/B] A necromental is the undead remnant of an elemental creature. “Necromental” is an acquired template that can be added to any elemental. [B]Necropolitan:[/B] Necropolitans are humanoids who renounce life and embrace undeath in a special ritual called the Ritual of Crucimigration. “Necropolitan” is an acquired template that can be added to any humanoid or monstrous humanoid. Any living humanoid or monstrous humanoid can petition for consideration to undergo the Ritual of Crucimigration, which (if successful) enables the creature to become a necropolitan. The petition for consideration requires a fee of 3,000 gp and a written plea. The Ritual: The first part of the ritual requires the placement of the petitioner on a standing pole. Cursed nails are used to affix the petitioner, and then the pole is lifted into place. The resultant excruciating pain that shoots like molten metal through the petitioner’s fingers and up the arms is not what finally ends the petitioner’s mortal life, however, since death usually comes from asphyxiation and heart failure. As petitioners feel death’s chill enter their bodies, many have second thoughts, but it is far too late to go back—the cursed nails and chanting of the ritual ensures that the Crucimigration is completed. The ceremony that lasts for 24 hours—the usual time it takes for the petitioner to perish. During this period, two or three zombie servitors keep up a chant initiated by the ritual leader when the petitioner is first placed into position. Upon hearing the petitioner’s last breath, the ritual leader calls forth the names of evil powers and gods to forge a link with the Negative Energy Plane, and then impales the petitioner. Dying, the petitioner is reborn as a necropolitan, dead but animate. [B]Plague Blight:[/B] Plague blights are animated corpses of humanoids who died from plague or rot. [B]Quell:[/B] ? [B]Raiment:[/B] A raiment is the clothing of a victim of some atrocious crime, animated by the spirit of the vengeful victim. [B]Revived Fossil:[/B] Revived fossils are the remains of animals or monsters that were preserved in a petrified state. Fossils are found encased in stone or other geological deposits, but revived fossils are the freed and animated remains of the dead. Revived fossils cannot be created with the animate dead spell, but instead are created through special necromantic rituals that vary depending on the fossil to be revived. “Revived fossil” is an acquired template that can be added to any corporeal creature. [B]Skin Kite:[/B] When a skin kite has absorbed 4 points of Charisma (through its steal skin ability), it attempts to retreat to a safe place where it can take a full-round action to spawn a new skin kite with the stolen skin. [B]Skirr:[/B] ? [B]Skulking Cyst:[/B] A skulking cyst is disgorged from the rotting corpse of a living creature, born of a necrotic cyst that eventually kills its host (see the necrotic cyst spell). [I]Necrotic Cyst[/I] spell. [B]Slaughter Wight:[/B] Slaughter wights are undead that have been specially touched by dark gods, endowing them with a vicious hatred of life that goes beyond that of simple walking dead. Sometimes a newly created slaughter wight spawn becomes a slaughter wight instead of a mere wight, though the wiles of the dark gods determine such instances. [B]Slaymate:[/B] Slaymates are undead creatures given a semblance of life when a guardian’s betrayal, either outright or through negligence, leads to death. [B]Spectral Lyricist:[/B] In life, a spectral lyrist used its powers of performance and persuasion to further the cause of evil and strife, whether by urging listeners to commit violence or simply luring the innocent to their deaths. Cursed to forever walk the earth, it blames those still alive for its undead state and seeks to commit even greater evils against them. [B]Swarm-Shifter:[/B] “Swarm-shifter” is an acquired template that can be added to any corporeal undead with an Intelligence score. [B]Tomb Motes:[/B] Tomb motes sometimes spontaneously arise in graveyards with a high concentration of buried magic, undead activity, and/or mass burials. [B]Umbral Creature:[/B] “Umbral creature” is an acquired template that can be added to any aberration, dragon, giant, magical beast, or monstrous humanoid with a Charisma score of at least 8. [B]Visage:[/B] The first visages were formed from the spirits of demons by Orcus, Demon Prince of Undead, while he had assumed the identity of Tenebrous. When he reassumed his true identity and mantle, however, Orcus discarded the visages from his service, and since that time, they have reproduced by spawning new visages from any evil outsiders. Any evil outsider slain by a visage becomes a visage 24 hours after death. [B]Voidwraith:[/B] ? [B]Wheep:[/B] ? [B]Ghoul:[/B] Ghouls are said to be created upon the death of a living sentient being who savored the taste of the flesh of other sentient creatures. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. Most humanoids who engage in such activities and return from the grave are mere ghouls. [B]Shadow:[/B] Any humanoid reduced to Strength 0 by an umbral creature dies and rises as a shadow under the control of its killer in 1d4 rounds. [B]Wight:[/B] Any humanoid slain by a slaughter wight becomes a normal wight in 1d4 rounds. [B]Zombie:[/B] Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds. [/QUOTE]
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