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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7157176" data-attributes="member: 2209"><p><strong>Fantasy Craft Second Printing</strong></p><p></p><p><a href="http://www.drivethrurpg.com/product/63884/Fantasy-Craft-Second-Printing?affiliate_id=17596" target="_blank">Fantasy Craft Second Printing</a></p><p>Fantasy Craft 2e</p><p><strong>Ghoul:</strong> Ghouls are said to be folk cursed for great transgressions against life — massacre of the innocent, cannibalism, murdering the holy and benign, and worse. Their acts have damned them with endless, unnatural hunger for decaying flesh.</p><p><strong>Mummy:</strong> Sometimes the dead can’t let go of life. Case in point: mummies, which are the remains of powerful mortals — emperors, high priests, nobles and others of station — risen to reclaim what they possessed before the grave. Mummies retain their former bodies, rotted or desiccated by time or the unholy ceremonies that allowed for their return.</p><p><strong>Wight:</strong> Wights are age-old victims of pagan sacrifices, animated by the bitter spirits still trapped in their flesh. Their flesh is stretched taut by peat and time, and they return imbued with the chill of death itself. Their mere touch fills a man with bone-chilling dead, enough to bring a stout warrior to his knees or kill a lesser man outright. Victims of this grisly assault become the wight’s eternal companions, driven by the same dark impulses.</p><p>A character killed by a wight rises again 1d6 rounds later as a wight.</p><p><strong>Ancient Ghoul:</strong> An ancient ghoul is a corpulent, withered king, bloated by great feasts on the dead and many years of relative comfort.</p><p><strong>Ghostly:</strong> Some who die linger, unable or willing to embrace their afterlife. They remain fettered to the physical realm as terrifying apparitions, manifesting to destroy the spirits from unsuspecting adventurers…</p><p><strong>Ghostly Hell Hound:</strong> ?</p><p><strong>Ghostly Goblin Strumpet:</strong> A lonesome victim of a horrible hate crime, this angry ghost jerks through the air like a deranged mutant rag doll.</p><p><strong>Lich:</strong> Liches are the immortal remains of sorcerers or magical creatures that have traded their souls for eternal “life,” and like most unholy bargainers they’ve paid a terrible price.</p><p><strong>Lich Necromancer:</strong> ?</p><p><strong>Lich Royal Dragon:</strong> As if dragons weren’t greedy enough, some focus their natural magic ability toward living forever.</p><p><strong>Risen:</strong> As if dragons weren’t greedy enough, some focus their natural magic ability toward living forever.</p><p><strong>Risen Peasant:</strong> The walking dead are a common sight in lands infested with necromancers and dread lords, usually as the unfortunate victims of a biological or magical plague.</p><p><strong>Risen Watcher in the Dark:</strong> Evil overlords must sometimes hunt Watchers when conquering dungeons. The savvy ones reanimate them, gaining access to their mighty abilities without the pesky independence.</p><p><strong>Skeletal:</strong> Magically animated skeletons are comprised solely of bone with no connecting tissue.</p><p><em>Animate Dead I</em> spell.</p><p><strong>Skeletal Man-at-Arms:</strong> ?</p><p><strong>Skeletal Triceratops:</strong> Magically animated skeletons are comprised solely of bone with no connecting tissue.</p><p><strong>Vampiric:</strong> A character killed by a vampiric creature rises again 1d6 rounds later as a vampiric creature.</p><p>A character killed by a vampiric elf nobleman rises again 1d6 rounds later as a vampiric creature.</p><p>A character killed by a vampiric chaos beast rises again 1d6 rounds later as a vampiric creature.</p><p><strong>Vampiric Elf Nobleman:</strong> Centuries ago, this nobleman blasphemed against the gods. They damned him to a life of animalistic bloodlust, which he sates on the front lines of wars he arranges.</p><p><strong>Vampiric Chaos Beast:</strong> ?</p><p><strong>Skeleton I:</strong> <em>Animate Dead I</em> spell.</p><p><em>Animate Dead II</em> spell.</p><p><em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Zombie I:</strong> <em>Animate Dead I</em> spell.</p><p><em>Animate Dead II</em> spell.</p><p><em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Skeleton II:</strong> <em>Animate Dead II</em> spell.</p><p><em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Zombie II:</strong> <em>Animate Dead II</em> spell.</p><p><em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Skeleton III:</strong> <em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Zombie III:</strong> <em>Animate Dead III</em> spell.</p><p><em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Skeleton IV:</strong> <em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Zombie IV:</strong> <em>Animate Dead IV</em> spell.</p><p><em>Animate Dead V</em> spell.</p><p><strong>Skeleton V:</strong> <em>Animate Dead V</em> spell.</p><p><strong>Zombie V:</strong> <em>Animate Dead V</em> spell.</p><p>A character killed by a zombie V rises again 1d6 rounds later as a zombie V.</p><p><strong>Undead:</strong> A supernatural force clothed in the physical or spiritual remains of a once-living creature.</p><p></p><p>ANIMATE DEAD I</p><p>Level: 1 Necromancy</p><p>Casting Time: 1 round</p><p>Distance: Close</p><p>Duration: 1 minute per Casting Level (dismissible, enduring)</p><p>Effect: You animate the remains of 1 dead character as a standard NPC with a Threat Level equal to your Casting Level.</p><p>• Skeleton: A skeleton may be created from mostly intact bones, whether flesh remains or not.</p><p>• Zombie: A zombie may only be created from a mostly intact corpse (including muscle).</p><p>With GM approval, you may modify your choice, apply the Skeletal or Risen template template to an NPC from the Rogues Gallery (see page 244), or build a new NPC, so long as it has the Undead Type and a maximum XP value of 40.</p><p>An animated skeleton or zombie cannot animate or summon other characters and becomes inert when killed or when this spell ends (whichever comes first). Certain spells and other effects can render animated dead inert earlier.</p><p>The skeleton or zombie may not act during the round it appears. Thereafter it follows your commands to the best of its ability. In the absence of instructions the skeleton or zombie falls under the GM’s control, though it continues to serve you as best it perceives it can (e.g. attacking whatever seems to be your enemy, bringing you things it thinks will help you, etc.).</p><p>Skeleton I (Medium Undead Walker — 36 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init II; Atk II; Def III; Res IV; Health II; Comp I; Skills: Acrobatics II, Notice III; Qualities: Damage defiance (edged), damage immunity (bows), ferocity</p><p>Attacks/Weapons: Claw I (dmg 1d6 lethal; threat 20) or Bite I (dmg 1d8 lethal; threat 18–20), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 40)</p><p>Zombie I (Medium Undead Walker — 36 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init II; Atk III; Def III; Res IV; Health II; Comp I; Skills: Athletics IV, Blend III, Notice IV, Survival III; Qualities: Devour, lumbering, monstrous defense I, shambling</p><p>Attacks/Weapons: Claw I (dmg 1d6 lethal; threat 20; qualities: grab) or Bite I (dmg 1d8 lethal; threat 18–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 40)</p><p></p><p>ANIMATE DEAD II</p><p>Level: 3 Necromancy</p><p>Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 60 XP) or 2 skeletons or zombies (max. 40 XP each).</p><p>Skeleton II (Medium Undead Walker — 56 XP): Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init IV; Atk III; Def IV; Res VI; Health IV; Comp I; Skills: Acrobatics II, Notice IV; Qualities: Damage defiance (edged), damage immunity (bows), ferocity, rend</p><p>Attacks/Weapons: Claw II (dmg 1d6+1 lethal; threat 19–20; qualities: finesse) or Bite II (dmg 1d8+1 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 60)</p><p>Zombie II (Medium Undead Walker — 56 XP): Str 12, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init III; Atk IV; Def IV; Res VI; Health IV; Comp I; Skills: Athletics V, Blend IV, Notice IV, Survival IV; Qualities: Devour, monstrous defense I, shambling</p><p>Attacks/Weapons: Claw II (dmg 1d6+1 lethal + debilitating poison; threat 19–20; qualities: grab) or Bite II (dmg 1d8+1 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 60)</p><p></p><p>ANIMATE DEAD III</p><p>Level: 5 Necromancy</p><p>Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 80 XP), 2 skeletons or zombies (max. 60 XP each), or 4 skeletons or zombies (max. 40 XP each).</p><p>Skeleton III (Medium Undead Walker — 76 XP): Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init V; Atk IV; Def V; Res VII; Health VI; Comp II; Skills: Acrobatics IV, Notice IV; Qualities: Damage defiance (edged), damage immunity (bows), ferocity, rend, tough I</p><p>Attacks/Weapons: Claw III (dmg 2d6+2 lethal; threat 19–20; qualities: finesse) or Bite III (dmg 2d8+2 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 80)</p><p>Zombie III (Medium Undead Walker — 76 XP): Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init IV; Atk V; Def V; Res VII; Health VI; Comp II; Skills: Athletics VI, Blend IV, Notice V, Survival IV; Qualities: Devour, monstrous defense I, shambling, tough I </p><p>Attacks/Weapons: Claw III (dmg 2d6+2 lethal + debilitating poison; threat 19–20; qualities: grab) or Bite III (dmg 2d8+2 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 80)</p><p></p><p>ANIMATE DEAD IV</p><p>Level: 7 Necromancy</p><p>Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 100 XP), 2 skeletons or zombies (max. 80 XP each), 4 skeletons or zombies (max. 60 XP each), or 8 skeletons or zombies (max. 40 XP each).</p><p>Skeleton IV (Medium Undead Walker — 96 XP): Str 10, Dex 16, Con 16, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init VI; Atk V; Def VI; Res VIII; Health VII; Comp III; Skills: Acrobatics IV, Notice IV; Qualities: Class ability (Sage: assistance I), damage defiance (edged), damage immunity (bows), ferocity, rend, tough I </p><p>Attacks/Weapons: Claw III (dmg 2d6+3 lethal; threat 19–20; qualities: finesse) and Bite III (dmg 2d8+3 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 100)</p><p>Zombie IV (Medium Undead Walker — 96 XP): Str 16, Dex 10, Con 16, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init V; Atk V; Def V; Res VIII; Health VII; Comp III; Skills: Athletics VI, Blend IV, Notice V, Survival IV; Qualities: Class ability (Sage: assistance I), devour, monstrous defense I, shambling, tough I</p><p>Attacks/Weapons: Claw III (dmg 2d6+3 lethal + debilitating poison; threat 19–20; qualities: grab) and Bite III (dmg 2d8+3 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 100)</p><p></p><p>ANIMATE DEAD V</p><p>Level: 9 Necromancy</p><p>Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 120 XP), 2 skeletons or zombies (max. 100 XP each), 4 skeletons or zombies (max. 80 XP each), 8 skeletons or zombies (max. 60 XP each), or 16 skeletons or zombies (max. 40 XP each).</p><p>Skeleton V (Medium Undead Walker — 116 XP): Str 10, Dex 18, Con 18, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init VII; Atk VI; Def VII; Res VIII; Health VIII; Comp IV; Skills: Acrobatics V, Notice V; Qualities: Class ability (Sage: assistance I), damage defiance (edged), damage immunity (bows), ferocity, rend, tough I, treacherous</p><p>Attacks/Weapons: Claw IV (dmg 2d6+4 lethal; threat 19–20; qualities: finesse) and Bite IV (dmg 2d8+4 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 120)</p><p>Zombie V (Medium Undead Walker — 116 XP): Str 18, Dex 10, Con 18, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init VI; Atk VI; Def VI; Res VIII; Health VIII; Comp IV; Skills: Athletics VI, Blend V, Notice V, Survival V; Qualities: Class ability (Sage: assistance I), devour, killing conversion, monstrous defense I, shambling, tough I</p><p>Attacks/Weapons: Claw IV (dmg 2d6+4 lethal + debilitating poison; threat 19–20; qualities: grab) and Bite IV (dmg 2d8+4 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 120)</p></blockquote><p></p>
[QUOTE="Voadam, post: 7157176, member: 2209"] [b]Fantasy Craft Second Printing[/b] [URL=http://www.drivethrurpg.com/product/63884/Fantasy-Craft-Second-Printing?affiliate_id=17596]Fantasy Craft Second Printing[/URL] Fantasy Craft 2e [b]Ghoul:[/b] Ghouls are said to be folk cursed for great transgressions against life — massacre of the innocent, cannibalism, murdering the holy and benign, and worse. Their acts have damned them with endless, unnatural hunger for decaying flesh. [b]Mummy:[/b] Sometimes the dead can’t let go of life. Case in point: mummies, which are the remains of powerful mortals — emperors, high priests, nobles and others of station — risen to reclaim what they possessed before the grave. Mummies retain their former bodies, rotted or desiccated by time or the unholy ceremonies that allowed for their return. [b]Wight:[/b] Wights are age-old victims of pagan sacrifices, animated by the bitter spirits still trapped in their flesh. Their flesh is stretched taut by peat and time, and they return imbued with the chill of death itself. Their mere touch fills a man with bone-chilling dead, enough to bring a stout warrior to his knees or kill a lesser man outright. Victims of this grisly assault become the wight’s eternal companions, driven by the same dark impulses. A character killed by a wight rises again 1d6 rounds later as a wight. [b]Ancient Ghoul:[/b] An ancient ghoul is a corpulent, withered king, bloated by great feasts on the dead and many years of relative comfort. [b]Ghostly:[/b] Some who die linger, unable or willing to embrace their afterlife. They remain fettered to the physical realm as terrifying apparitions, manifesting to destroy the spirits from unsuspecting adventurers… [b]Ghostly Hell Hound:[/b] ? [b]Ghostly Goblin Strumpet:[/b] A lonesome victim of a horrible hate crime, this angry ghost jerks through the air like a deranged mutant rag doll. [b]Lich:[/b] Liches are the immortal remains of sorcerers or magical creatures that have traded their souls for eternal “life,” and like most unholy bargainers they’ve paid a terrible price. [b]Lich Necromancer:[/b] ? [b]Lich Royal Dragon:[/b] As if dragons weren’t greedy enough, some focus their natural magic ability toward living forever. [b]Risen:[/b] As if dragons weren’t greedy enough, some focus their natural magic ability toward living forever. [b]Risen Peasant:[/b] The walking dead are a common sight in lands infested with necromancers and dread lords, usually as the unfortunate victims of a biological or magical plague. [b]Risen Watcher in the Dark:[/b] Evil overlords must sometimes hunt Watchers when conquering dungeons. The savvy ones reanimate them, gaining access to their mighty abilities without the pesky independence. [b]Skeletal:[/b] Magically animated skeletons are comprised solely of bone with no connecting tissue. [i]Animate Dead I[/i] spell. [b]Skeletal Man-at-Arms:[/b] ? [b]Skeletal Triceratops:[/b] Magically animated skeletons are comprised solely of bone with no connecting tissue. [b]Vampiric:[/b] A character killed by a vampiric creature rises again 1d6 rounds later as a vampiric creature. A character killed by a vampiric elf nobleman rises again 1d6 rounds later as a vampiric creature. A character killed by a vampiric chaos beast rises again 1d6 rounds later as a vampiric creature. [b]Vampiric Elf Nobleman:[/b] Centuries ago, this nobleman blasphemed against the gods. They damned him to a life of animalistic bloodlust, which he sates on the front lines of wars he arranges. [b]Vampiric Chaos Beast:[/b] ? [b]Skeleton I:[/b] [i]Animate Dead I[/i] spell. [i]Animate Dead II[/i] spell. [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Zombie I:[/b] [i]Animate Dead I[/i] spell. [i]Animate Dead II[/i] spell. [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Skeleton II:[/b] [i]Animate Dead II[/i] spell. [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Zombie II:[/b] [i]Animate Dead II[/i] spell. [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Skeleton III:[/b] [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Zombie III:[/b] [i]Animate Dead III[/i] spell. [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Skeleton IV:[/b] [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Zombie IV:[/b] [i]Animate Dead IV[/i] spell. [i]Animate Dead V[/i] spell. [b]Skeleton V:[/b] [i]Animate Dead V[/i] spell. [b]Zombie V:[/b] [i]Animate Dead V[/i] spell. A character killed by a zombie V rises again 1d6 rounds later as a zombie V. [b]Undead:[/b] A supernatural force clothed in the physical or spiritual remains of a once-living creature. ANIMATE DEAD I Level: 1 Necromancy Casting Time: 1 round Distance: Close Duration: 1 minute per Casting Level (dismissible, enduring) Effect: You animate the remains of 1 dead character as a standard NPC with a Threat Level equal to your Casting Level. • Skeleton: A skeleton may be created from mostly intact bones, whether flesh remains or not. • Zombie: A zombie may only be created from a mostly intact corpse (including muscle). With GM approval, you may modify your choice, apply the Skeletal or Risen template template to an NPC from the Rogues Gallery (see page 244), or build a new NPC, so long as it has the Undead Type and a maximum XP value of 40. An animated skeleton or zombie cannot animate or summon other characters and becomes inert when killed or when this spell ends (whichever comes first). Certain spells and other effects can render animated dead inert earlier. The skeleton or zombie may not act during the round it appears. Thereafter it follows your commands to the best of its ability. In the absence of instructions the skeleton or zombie falls under the GM’s control, though it continues to serve you as best it perceives it can (e.g. attacking whatever seems to be your enemy, bringing you things it thinks will help you, etc.). Skeleton I (Medium Undead Walker — 36 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init II; Atk II; Def III; Res IV; Health II; Comp I; Skills: Acrobatics II, Notice III; Qualities: Damage defiance (edged), damage immunity (bows), ferocity Attacks/Weapons: Claw I (dmg 1d6 lethal; threat 20) or Bite I (dmg 1d8 lethal; threat 18–20), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 40) Zombie I (Medium Undead Walker — 36 XP): Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init II; Atk III; Def III; Res IV; Health II; Comp I; Skills: Athletics IV, Blend III, Notice IV, Survival III; Qualities: Devour, lumbering, monstrous defense I, shambling Attacks/Weapons: Claw I (dmg 1d6 lethal; threat 20; qualities: grab) or Bite I (dmg 1d8 lethal; threat 18–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 40) ANIMATE DEAD II Level: 3 Necromancy Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 60 XP) or 2 skeletons or zombies (max. 40 XP each). Skeleton II (Medium Undead Walker — 56 XP): Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init IV; Atk III; Def IV; Res VI; Health IV; Comp I; Skills: Acrobatics II, Notice IV; Qualities: Damage defiance (edged), damage immunity (bows), ferocity, rend Attacks/Weapons: Claw II (dmg 1d6+1 lethal; threat 19–20; qualities: finesse) or Bite II (dmg 1d8+1 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 60) Zombie II (Medium Undead Walker — 56 XP): Str 12, Dex 10, Con 12, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init III; Atk IV; Def IV; Res VI; Health IV; Comp I; Skills: Athletics V, Blend IV, Notice IV, Survival IV; Qualities: Devour, monstrous defense I, shambling Attacks/Weapons: Claw II (dmg 1d6+1 lethal + debilitating poison; threat 19–20; qualities: grab) or Bite II (dmg 1d8+1 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 60) ANIMATE DEAD III Level: 5 Necromancy Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 80 XP), 2 skeletons or zombies (max. 60 XP each), or 4 skeletons or zombies (max. 40 XP each). Skeleton III (Medium Undead Walker — 76 XP): Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init V; Atk IV; Def V; Res VII; Health VI; Comp II; Skills: Acrobatics IV, Notice IV; Qualities: Damage defiance (edged), damage immunity (bows), ferocity, rend, tough I Attacks/Weapons: Claw III (dmg 2d6+2 lethal; threat 19–20; qualities: finesse) or Bite III (dmg 2d8+2 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 80) Zombie III (Medium Undead Walker — 76 XP): Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init IV; Atk V; Def V; Res VII; Health VI; Comp II; Skills: Athletics VI, Blend IV, Notice V, Survival IV; Qualities: Devour, monstrous defense I, shambling, tough I Attacks/Weapons: Claw III (dmg 2d6+2 lethal + debilitating poison; threat 19–20; qualities: grab) or Bite III (dmg 2d8+2 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 80) ANIMATE DEAD IV Level: 7 Necromancy Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 100 XP), 2 skeletons or zombies (max. 80 XP each), 4 skeletons or zombies (max. 60 XP each), or 8 skeletons or zombies (max. 40 XP each). Skeleton IV (Medium Undead Walker — 96 XP): Str 10, Dex 16, Con 16, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init VI; Atk V; Def VI; Res VIII; Health VII; Comp III; Skills: Acrobatics IV, Notice IV; Qualities: Class ability (Sage: assistance I), damage defiance (edged), damage immunity (bows), ferocity, rend, tough I Attacks/Weapons: Claw III (dmg 2d6+3 lethal; threat 19–20; qualities: finesse) and Bite III (dmg 2d8+3 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 100) Zombie IV (Medium Undead Walker — 96 XP): Str 16, Dex 10, Con 16, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init V; Atk V; Def V; Res VIII; Health VII; Comp III; Skills: Athletics VI, Blend IV, Notice V, Survival IV; Qualities: Class ability (Sage: assistance I), devour, monstrous defense I, shambling, tough I Attacks/Weapons: Claw III (dmg 2d6+3 lethal + debilitating poison; threat 19–20; qualities: grab) and Bite III (dmg 2d8+3 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 100) ANIMATE DEAD V Level: 9 Necromancy Effect: As Animate Dead I, except that you gain 1 skeleton or zombie (max. 120 XP), 2 skeletons or zombies (max. 100 XP each), 4 skeletons or zombies (max. 80 XP each), 8 skeletons or zombies (max. 60 XP each), or 16 skeletons or zombies (max. 40 XP each). Skeleton V (Medium Undead Walker — 116 XP): Str 10, Dex 18, Con 18, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init VII; Atk VI; Def VII; Res VIII; Health VIII; Comp IV; Skills: Acrobatics V, Notice V; Qualities: Class ability (Sage: assistance I), damage defiance (edged), damage immunity (bows), ferocity, rend, tough I, treacherous Attacks/Weapons: Claw IV (dmg 2d6+4 lethal; threat 19–20; qualities: finesse) and Bite IV (dmg 2d8+4 lethal; threat 17–20; qualities: finesse), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the skeleton’s XP value above 120) Zombie V (Medium Undead Walker — 116 XP): Str 18, Dex 10, Con 18, Int 10, Wis 10, Cha 10; SZ M (Reach 1); Spd 30 ft. ground; Init VI; Atk VI; Def VI; Res VIII; Health VIII; Comp IV; Skills: Athletics VI, Blend V, Notice V, Survival V; Qualities: Class ability (Sage: assistance I), devour, killing conversion, monstrous defense I, shambling, tough I Attacks/Weapons: Claw IV (dmg 2d6+4 lethal + debilitating poison; threat 19–20; qualities: grab) and Bite IV (dmg 2d8+4 lethal + debilitating poison; threat 17–20; qualities: grab), as appropriate to the remains + any weapons carried in life (so long as they don’t increase the zombie’s XP value above 120) [/QUOTE]
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