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<blockquote data-quote="the Jester" data-source="post: 1383877" data-attributes="member: 1210"><p>How's this look? The concept is undead infused with life via positive energy.</p><p></p><p><strong>LIVING UNDEAD MOHRG</strong></p><p>Medium Undead (Living)</p><p>Hit Dice: 14d12 + 42 (133 hp)</p><p>Initiative: +7</p><p>Speed: 30’</p><p>AC: 21 (+3 dex, +8 natural)</p><p>Base Attack/Grapple: +7/+15</p><p>Attack: Slam +15 melee; or touch +15 melee</p><p>Full Attack: 2 slams +15 melee, tongue touch +10 melee; or touch +15 melee, tongue touch +10 melee</p><p>Damage: Slam 1d6+8 plus 4d6 energy sear, touch 4d6 energy sear, tongue touch 4d6 energy sear plus paralysis</p><p>Face/Reach: 5’/5’</p><p>Special Attacks: Channel, create spawn, improved grab, paralyzing touch</p><p>Special Qualities: Internal conflict, living undead qualities, regeneration 5, turn resistance +4</p><p>Saves: Fort +9, Ref +6, Will +9</p><p>Abilities: Str 27, Dex 17, Con 17, Int 11, Wis 10, Cha 12</p><p>Skills: Climb +11, Hide +15, Listen +12, Move Silently +15, Spot +12, Swim +10</p><p>Feats: Alertness, Dodge, Great Fortitude, Improved Initiative, Mobility, Spring Attack</p><p>Climate/Terrain: Any land or underground</p><p>Organization: Solitary, gang (2-4) or mob (2-4 plus 5-10 zombies)</p><p>Challenge Rating: 11</p><p>Treasure: None</p><p>Alignment: Always chaotic evil</p><p>Advancement Range: By character class</p><p></p><p> Channel (Su): As a standard action, a living mohrg may channel positive or negative energy, just as a cleric may turn or rebuke undead. It turns as a 14th-level cleric.</p><p> </p><p>Create Spawn (Su): Creatures slain by the living mohrg rise in 1d4 days as zombies under its control. They do not possess any of the abilities they had in life.</p><p> </p><p>Energy Sear (Su): The living mohrg’s touch deals positive energy damage and negative energy damage rolled together into a terrifically conflicted energy that deals 4d6 points of damage to both the living and undead. This damage also applies to any creature that touches it. </p><p> </p><p>Improved Grab (Ex): On a slam hit, the living mohrg can make a free grapple check without provoking an attack of opportunity.</p><p> </p><p>Paralyzing Touch (Su): A victim hit by a living mohrg’s tongue must make a Fort save (DC 17) or be paralyzed for 1d4 minutes.</p><p> </p><p>Internal Conflict (Su): Positive and negative energy war for dominance in the living mohrg. Whenever an attempt is made to turn or rebuke it, whether successful or not, there is a backlash that deals 14d4 points of damage to the creature making the turn attempt (Fort save DC 18 half). This damage is positive energy to a creature channeling negative energy or vice-versa.</p><p> </p><p>Living Undead Qualities: A living undead creature is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease and necromantic effects. It is not subject to critical hits, ability damage or drain or energy drain. It has darkvision (60’). Unlike other undead, a living undead is subject to death effects, subdual damage and death from massive damage, as well as effects requiring a Fortitude save (that it is not otherwise immune to).</p><p> </p><p>Regeneration (Su): A living mohrg regenerates 5 hp per round. Fire does real damage to undead.</p><p> </p><p>Turn Resistance (Su): Living undead have +4 turn resistance.</p><p></p><p></p><p>CREATING A LIVING UNDEAD</p><p> </p><p>“Living undead” is a template that can be added to any undead creature. A living undead is created by the insane lich Felenga through an Epic spell that infuses positive energy into the undead in a way that gives it a horrible sort of life. Due to the creature’s connection to the negative energy plane, the living undead is in horrible pain constantly as the forces that give it life and unlife war within it. The living undead has all the base creature’s statistics and qualities except as noted below.</p><p></p><p>Type: Living undead have the Undead (Living) type and subtype.</p><p>AC: The living undead’s body is more fleshy and has more vitality, improving its natural armor score by +4. </p><p>Attacks: The living undead retains all its attacks and gains a touch attack utilizing its energy sear special attack. The energy sear counts as a primary weapon or may be used in conjunction with regular attacks with the living undead’s natural weaponry.</p><p>Damage: The living undead’s natural weaponry now inflicts energy sear damage as well as the base creature’s damage.</p><p>Special Attacks: The living undead retains all its special attacks and gains the following:</p><p></p><p>Channel (Su): As a standard action, a living undead may channel positive or negative energy, just as a cleric may turn or rebuke undead. It uses its Hit Dice as its level.</p><p>Energy Sear (Su): The living undead’s touch deals positive energy damage and negative energy damage rolled together into a terrifically conflicted energy that damages both the living and undead. The damage is 1d6/4 HD (round up). This damage also applies to any creature that touches it. </p><p></p><p>Special Qualities: The living undead keeps all its special qualities except for its undead qualities, which are replaced with the following special qualities:</p><p></p><p>Internal Conflict (Su): Positive and negative energy war for dominance in the living undead. Whenever an attempt is made to turn or rebuke it, whether successful or not, there is a backlash that deals 1d4 points of damage per Hit Die of the living undead to the creature making the turn attempt (Fort save DC 10 + ½ the living undead’s HD + the living undead’s Charisma bonus for half damage). This damage is positive energy to a creature channeling negative energy or vice-versa.</p><p>Living Undead Qualities: A living undead creature is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease and necromantic effects. It is not subject to critical hits, ability damage to physical attributes, ability drain or energy drain. It has darkvision (60’). Unlike other undead, a living undead is subject to death effects, subdual damage and death from massive damage, as well as effects requiring a Fortitude save (that it is not otherwise immune to).</p><p>Regeneration (Su): A living undead regenerates 5 hp per round. Fire does real damage to undead.</p><p>Turn Resistance (Su): Living undead have +4 turn resistance.</p><p></p><p>Abilities: Str +6, Dex +4, Con changes to 10 + ½ HD + size special grappling modifier, Int becomes at least 3, Cha +2.</p><p></p><p>Feats: The living undead gains Great Fortitude and Improved Initiative if it did not already have them.</p><p></p><p>Challenge Rating: As base creature +3.</p><p></p><p>Advancement Range: By character class.</p></blockquote><p></p>
[QUOTE="the Jester, post: 1383877, member: 1210"] How's this look? The concept is undead infused with life via positive energy. [b]LIVING UNDEAD MOHRG[/b] Medium Undead (Living) Hit Dice: 14d12 + 42 (133 hp) Initiative: +7 Speed: 30’ AC: 21 (+3 dex, +8 natural) Base Attack/Grapple: +7/+15 Attack: Slam +15 melee; or touch +15 melee Full Attack: 2 slams +15 melee, tongue touch +10 melee; or touch +15 melee, tongue touch +10 melee Damage: Slam 1d6+8 plus 4d6 energy sear, touch 4d6 energy sear, tongue touch 4d6 energy sear plus paralysis Face/Reach: 5’/5’ Special Attacks: Channel, create spawn, improved grab, paralyzing touch Special Qualities: Internal conflict, living undead qualities, regeneration 5, turn resistance +4 Saves: Fort +9, Ref +6, Will +9 Abilities: Str 27, Dex 17, Con 17, Int 11, Wis 10, Cha 12 Skills: Climb +11, Hide +15, Listen +12, Move Silently +15, Spot +12, Swim +10 Feats: Alertness, Dodge, Great Fortitude, Improved Initiative, Mobility, Spring Attack Climate/Terrain: Any land or underground Organization: Solitary, gang (2-4) or mob (2-4 plus 5-10 zombies) Challenge Rating: 11 Treasure: None Alignment: Always chaotic evil Advancement Range: By character class Channel (Su): As a standard action, a living mohrg may channel positive or negative energy, just as a cleric may turn or rebuke undead. It turns as a 14th-level cleric. Create Spawn (Su): Creatures slain by the living mohrg rise in 1d4 days as zombies under its control. They do not possess any of the abilities they had in life. Energy Sear (Su): The living mohrg’s touch deals positive energy damage and negative energy damage rolled together into a terrifically conflicted energy that deals 4d6 points of damage to both the living and undead. This damage also applies to any creature that touches it. Improved Grab (Ex): On a slam hit, the living mohrg can make a free grapple check without provoking an attack of opportunity. Paralyzing Touch (Su): A victim hit by a living mohrg’s tongue must make a Fort save (DC 17) or be paralyzed for 1d4 minutes. Internal Conflict (Su): Positive and negative energy war for dominance in the living mohrg. Whenever an attempt is made to turn or rebuke it, whether successful or not, there is a backlash that deals 14d4 points of damage to the creature making the turn attempt (Fort save DC 18 half). This damage is positive energy to a creature channeling negative energy or vice-versa. Living Undead Qualities: A living undead creature is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease and necromantic effects. It is not subject to critical hits, ability damage or drain or energy drain. It has darkvision (60’). Unlike other undead, a living undead is subject to death effects, subdual damage and death from massive damage, as well as effects requiring a Fortitude save (that it is not otherwise immune to). Regeneration (Su): A living mohrg regenerates 5 hp per round. Fire does real damage to undead. Turn Resistance (Su): Living undead have +4 turn resistance. CREATING A LIVING UNDEAD “Living undead” is a template that can be added to any undead creature. A living undead is created by the insane lich Felenga through an Epic spell that infuses positive energy into the undead in a way that gives it a horrible sort of life. Due to the creature’s connection to the negative energy plane, the living undead is in horrible pain constantly as the forces that give it life and unlife war within it. The living undead has all the base creature’s statistics and qualities except as noted below. Type: Living undead have the Undead (Living) type and subtype. AC: The living undead’s body is more fleshy and has more vitality, improving its natural armor score by +4. Attacks: The living undead retains all its attacks and gains a touch attack utilizing its energy sear special attack. The energy sear counts as a primary weapon or may be used in conjunction with regular attacks with the living undead’s natural weaponry. Damage: The living undead’s natural weaponry now inflicts energy sear damage as well as the base creature’s damage. Special Attacks: The living undead retains all its special attacks and gains the following: Channel (Su): As a standard action, a living undead may channel positive or negative energy, just as a cleric may turn or rebuke undead. It uses its Hit Dice as its level. Energy Sear (Su): The living undead’s touch deals positive energy damage and negative energy damage rolled together into a terrifically conflicted energy that damages both the living and undead. The damage is 1d6/4 HD (round up). This damage also applies to any creature that touches it. Special Qualities: The living undead keeps all its special qualities except for its undead qualities, which are replaced with the following special qualities: Internal Conflict (Su): Positive and negative energy war for dominance in the living undead. Whenever an attempt is made to turn or rebuke it, whether successful or not, there is a backlash that deals 1d4 points of damage per Hit Die of the living undead to the creature making the turn attempt (Fort save DC 10 + ½ the living undead’s HD + the living undead’s Charisma bonus for half damage). This damage is positive energy to a creature channeling negative energy or vice-versa. Living Undead Qualities: A living undead creature is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease and necromantic effects. It is not subject to critical hits, ability damage to physical attributes, ability drain or energy drain. It has darkvision (60’). Unlike other undead, a living undead is subject to death effects, subdual damage and death from massive damage, as well as effects requiring a Fortitude save (that it is not otherwise immune to). Regeneration (Su): A living undead regenerates 5 hp per round. Fire does real damage to undead. Turn Resistance (Su): Living undead have +4 turn resistance. Abilities: Str +6, Dex +4, Con changes to 10 + ½ HD + size special grappling modifier, Int becomes at least 3, Cha +2. Feats: The living undead gains Great Fortitude and Improved Initiative if it did not already have them. Challenge Rating: As base creature +3. Advancement Range: By character class. [/QUOTE]
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