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The Undead


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does anyone have ideas for players as the undead? should i just make a race template? like dwarf or what? any good ideas?
Yes, just a race template like dwarf.

There exists two undead races available for purchase now: The Obitu and the Half-Dead.

Honestly, what I would do is model it after Warforged (just like I think it should be done in 3.5).

So:
Does not need to eat, sleep, or breathe (but any effects that do not specify breathing still do damage, such as being choked would literally be crushing the throat, rather than denying air).

Either the WF route of taking 10 on a death save, or +2 to death saves.

Resist Necrotic 5 + 1/2 lvl. (Still, no resistance to poison or disease. Or maybe give them resist 5 poison depending on tier, but that's too many resistances IMO). Possibly Vulnerabiltiy: Radiant, but not required.
 

Here are a few non undead creatures to build a couple of encounters around. Nothing too outrageous here just scavengers and pests.

1: Storm Crows. These roost in trees or high up in the ruins of abandoned buildings, swooping down on passing targets trying to confuse and spread them out. If they manage to achieve this they then try to mob any target separated from the others. They have also been known to steal shiny objects, making their high nests a potential treasure trove.

Storm Crow Level 4 Skirmisher
Medium Natural Beast XP 175

Initiative +6 Senses Perception +8
HP 56; Bloodied 28
AC 18; Fortitude 16, Reflex 17, Will 16
Resist 5 thunder, 5 lightning
Speed 2, fly 6

[FONT=D&D 4e icons]M[/FONT]Peck (Standard; at-will)
Attack +7 vs. AC; 1d6+2 damage

[FONT=D&D 4e icons]m[/FONT]Fly By Claw (Standard; at-will) flying only
Attack +9 vs. AC; 1d8+4 damage; Storm Crow may fly up to 6 squares
and make one attack at any point during the move, moving away from the
target does not provoke opportunity attacks from the target

[FONT=D&D 4e icons]c[/FONT]Static Shock (Standard; encounter) lightning
Close blast 3; attack +7 vs Reflex; 2d8+4 damage; on hit secondary
attack +5 vs. Fortitude; on hit target is stunned until the end of its next
turn

Pack Creature lightning
Storm Crow deals an additional 1d6 lightning damage if it has combat
advantage

Alignment Unaligned
Skills stealth +11, perception +8
Str 14 (+4) Dex 18 (+6) Wis 13 (+3)
Con 16 (+5) Int 12 (+3) Cha 14 (+4)


2: Slime Beetles, Digester Beetles. These vermin generally move around in packs with one or two Slime Beetles and many Digester Beetles. They are nocturnal scavengers and hunters, the Slime Beetle will generally immobilise or slow a target then the Digester Beetles will swarm it latching on and disorientating it by injecting an acidic compound. These beetles usually only attack animals or cattle, but if hungry enough they will attack any living food.

Slime Beetle Level 4 Elite Controller
Medium Natural Beast XP 350

Initiative +6 Senses Perception +5
HP 108; Bloodied 54
AC 20; Fortitude 17, Reflex 19, Will 17
Resist 10 acid
Saving Throws +2
Speed 6, fly 4
Action Points 1

[FONT=D&D 4e icons]M[/FONT] Mandible Bite (Standard; at-will)
Attack +8 vs. AC; 1d8+2 damage; on hit target takes 2 ongoing acid
damage (save ends)

[FONT=D&D 4e icons]r[/FONT] Sticky Strand (Standard; at-will) acid
Range 10; attack +9 vs. AC; 1d10+4 acid damage; on hit target is
immobilised (save ends)

[FONT=D&D 4e icons]a[/FONT] Slime Burst (Standard; recharge [FONT=D&D 4e icons]456[/FONT]) acid
Area burst 2 within 10 squares; attack +7 vs. Reflex; 1d8+4 acid damage;
on hit target is slowed (save ends)

Buzzing Escape (Immediate Interrupt; recharge [FONT=D&D 4e icons]56[/FONT])
When targeted by a melee attack Slime Beetle shifts 4 squares (fly) as an
immediate action (this negates the attack)

Alignment Unaligned
Str 14 (+4) Dex 18 (+6) Wis 16 (+5)
Con 14 (+4) Int 12 (+3) Cha 10 (+2)


Digester Beetle Level 4 Minion
Small Natural Beast XP 43

Initiative +6 Senses Perception +2
HP 1; a missed attack never damages a minion.
AC 18; Fortitude 15, Reflex 18, Will 14
Resist 10 acid
Speed 6, fly 4

[FONT=D&D 4e icons]M[/FONT] Latching Bite (Standard; at-will)
Attack +9 vs. AC; 4 damage; on hit target is grabbed

[FONT=D&D 4e icons]m[/FONT] Feeding Hold (Standard; at-will)
Grabbed target only; attack +7 vs. Fortitude; 5 acid damage; on hit
target is dazed (while grabbed)

Swarming Instinct (Immediate Reaction)
If missed by a melee attack Digester Beetle and all Beetle allies within 3
squares may shift 1 square as a free action

Alignment Unaligned
Str 12 (+3) Dex 18 (+6) Wis 10 (+2)
Con 12 (+3) Int 8 (+1) Cha 8 (+1)
 

The following monsters are not really designed for this thread, but they are undead so I thought I would post them here, and invite comment.

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Poison Bound Skeleton

Poison Bound Skeletons are tall and thin with glowing green eyes and clean elegant bones. They are surrounded by a thin green mist that seems to wrap itself around the skeletons bones and twist outward for 15ft in unnatural wispy tendrils.

When ever the skeleton attacks there is a very slight delay before the poison mist follows and surrounds the wound. When destroyed the skeleton falls to the ground and the mist lingers in the shape of the skeleton for a second or two before dissipating.

Poison Bound Skeleton Level 12 Elite Brute
Medium Natural Animate (undead) XP 1,400

Initiative +9 Senses Perception +10
Poisonous Cloud (poison) aura 3; All creatures entering or starting their
turn inside aura take 5 poison damage; this increases to 10 poison damage
when bloodied
HP 298; Bloodied 149; see Blooded Release
AC 26; Fortitude 27, Reflex 23, Will 26
Immune charm, disease, poison;
Resist 15 necrotic; Vulnerable 5 radiant
Saving Throws +2
Speed 6
Action Points 1

[FONT=D&D 4e icons]M[/FONT] Raking Claw (Standard; at-will)
Attack +15 vs. AC; 2d8+6 damage; on hit secondary attack +13 vs.
Fortitude; on hit target loses 1 healing surge

[FONT=D&D 4e icons]m[/FONT] Double Rake (Standard; at-will)
Poison Bound Skeleton makes 2 Raking Claw attacks

[FONT=D&D 4e icons]m[/FONT] Piercing Strike (Standard; recharge [FONT=D&D 4e icons]56[/FONT]) poison
Attack +13 vs. Reflex; 1d10+6 damage; on hit secondary attack +15 vs.
Fortitude; 3d6+4 poison damage; on hit target is slowed and takes a -2
penalty to Fortitude defence (save ends both)

[FONT=D&D 4e icons]c[/FONT] Poisonous Breath (Standard; encounter) poison
Close blast 5; attack +12 vs. Fortitude; 3d6+4 poison damage; on hit
target loses 1 healing surge

Bloodied Release (Immediate Reaction) when bloodied
When bloodied Poisonous Cloud (aura) damage increases from 5 to 10

Speed of the Dead
Poison Bound Skeleton gains a +4 bonus to hit on opportunity attacks

Alignment Unaligned
Skills endurance +15, acrobatics +14
Str 22 (+12) Dex 16 (+9) Wis 18 (+10)
Con 19 (+10) Int 10 (+6) Cha 3 (+2)

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Corpse-cradle Abomination & Necronode

Corpse-cradle Abominations are actually a large animated shell made up of many corpses and body parts lashed together by the leathery red tendrils of the Neconode at their core. The Corpse-cradle is a mass of flesh with arms and legs sticking out of every side, this has the effect of making the creature able to operate anyway up. The Abomination is also able to periodically open a large section of itself like a large bone filled mouth to make a powerful bite attack.

When destroyed the leathery tendrils retract and the corpses fall away to reveal the Necronode inside.

Corpse-cradle Abomination Level 10 Solo Lurker
Large Natural Animate (undead) XP 2,500

Initiative +9 Senses Perception +13
HP 432; Bloodied 216; see Construct Collapse
AC 26; Fortitude 25, Reflex 24, Will 21
Immune charm, disease, poison;
Resist 20 necrotic; Vulnerable 10 radiant, also see Abominable Weakness
Saving Throws +5
Speed 4, 6 swim
Action Points 2

[FONT=D&D 4e icons]M[/FONT] Heavy Slam (Standard; at-will)
Reach 2; attack +15 vs. AC; 2d8+5 damage; on hit target takes 5 ongoing
necrotic damage (save ends)

[FONT=D&D 4e icons]m[/FONT] Double Slam (Standard; at-will)
Abomination makes 2 Heavy Slam attacks

[FONT=D&D 4e icons]m[/FONT] Grab and Pull (Standard; at-will)
Reach 5; attack +13 vs. Reflex; 1d10+5 damage; on hit target is grabbed
and pulled up to 4 squares

[FONT=D&D 4e icons]m[/FONT] Choke Hold (Move; at-will) once per turn
Target must be grabbed at start of Sewer Corpses turn; attack +13 vs.
Fortitude; 3d8+5 damage; half damage on miss

[FONT=D&D 4e icons]m[/FONT] Unexpected Bite (Standard; recharge [FONT=D&D 4e icons]56[/FONT])
Attack +13 vs. Will; 2d6+5 +2d10 necrotic damage; on hit target is dazed
and takes 5 ongoing necrotic damage (save ends both)

[FONT=D&D 4e icons]c[/FONT] Pummelling Limbs (Standard; recharge [FONT=D&D 4e icons]56[/FONT])
Burst 2; Attack +13 vs. AC; 2d6+5 damage; on hit target is knocked prone

Grabbing Instinct (Immediate Reaction; at-will)
When hit by an attack from a non adjacent enemy within 5 squares
Abomination may make an immediate Grab and Pull attack against the
target

Abominable Construction
Abomination cannot be knocked prone, any action that would push, pull or
slide abomination is reduced by 2 squares

Abominable Weakness
Any critical hit against the Abomination deals an addition 20 damage

Construct Collapse (Immediate Reaction) on death
On death the Corpse Cradle Abomination collapses in a heap of its
component corpses. This reveals the Necronode Loner within (see
creature stats). Necronode Loner acts on the same initiative.

Alignment Evil
Skills endurance +15, stealth +14, perception +13
Str 20 (+10) Dex 18 (+9) Wis 16 (+8)
Con 20 (+10) Int 16 (+8) Cha 10 (+5)

Necronodes are a strange breed of undead from the shadowfell. They are unusual in the way they wrap themselves in the dead body parts and animate them as an armoured shell.

Necrononde Loners are secretive, careful creatures who generally lurk in dark pits, water (especially sewer systems) or ancients crypts. They patiently wait for fresh meat to consume and add to their shells. When their protective shell is destroyed Loners will generally try and escape, relying on the surprise they gain from appearing after the Corpse-cradle is destroyed to give them a chance to become invisible and flee. Necronodes however are creatures of habit and will usually return to their old haunt some days/weeks later once they have reformed their armour.

Necronode loner Level 10 Lurker
Small Shadow Magical Beast (undead) XP 500

Initiative +12 Senses Perception +13
HP 82; Bloodied 41
AC 24; Fortitude 21, Reflex 25, Will 21
Immune charm, disease, poison;
Resist 20 necrotic; Vulnerable 10 radiant
Speed 5, fly 2 (hover)

[FONT=D&D 4e icons]M[/FONT] Necrotic Tendril (Standard; at-will) necrotic
Attack +15 vs. AC; 1d8+3 necrotic damage; on hit target is weakened
(save ends)

[FONT=D&D 4e icons]r[/FONT] Necrotic Blast (Standard; recharge [FONT=D&D 4e icons]56[/FONT]) necrotic
Attack +13 vs. Reflex; 3d6+7 necrotic damage; on hit secondary attack
+10 vs. Fortitude; on hit target is immobilised (save ends)

Retreat into Shadow (Standard; recharge [FONT=D&D 4e icons]56[/FONT])
Necronode becomes invisible until it makes an attack

Surprise Attack
If the Necronode has combat advantage it deals an additional 2d6 necrotic
damage

Alignment Evil
Skills endurance +13, perception +13, stealth +17
Str 16 (+8) Dex 24 (+12) Wis 16 (+8)
Con 16 (+8) Int 16 (+8) Cha 12 (+6)


NOTE:

There could be several different types of Necronodes, one for each monster type, these could form part of an interesting theme for a series of adventures.

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Thrice Cursed Crone

This could potentially be an interesting villain.

Many years ago a beautiful elven maid was courted by a member of the local nobility. The pair were very much in love but were from different social worlds. Knowing that his family would never agree to a marriage between nobility and ‘forest folk’ the couple arranged to elope and marry secretly in the maiden’s village.

It was a beautiful summer’s day when the young elven maiden went out to the shrine of Melora, the village had been talking of the wedding for weeks and a large crowd turned out to watch the ceremony. Unfortunately it never happened, the nobles father found out about the marriage the night before, through the son’s best friend betraying him and sending him an anonymous letter. The son was imprisoned in the cellars of the manor house to ensure his loyalty to the family name.

The elven maiden waited for her love to arrive all day and most of the night. No one could console her grief, confusion and shame of being cast aside so cruelly by the man who claimed to have loved her. At midnight her heart broke and she could bear the pain no longer. She took a jewelled hatpin from her wedding bonnet and struck herself through her broken heart, collapsing dead on the ground at her wedding alter. She died that night but her spirit did not pass on, a servant of Vecna was drawn to her betrayal and bound her spirit, cursing her to wreck a terrible revenge on the family that wronged her.

That could not be achieved straight away though, the revenge would have to be dealt back ten fold, and that would take time. And anyway the servant of Vecna had many tasks that she could help with in the meantime……..

This is a pretty rough backstory but I’m sure you get the idea. This would all have happened a long time ago, and now eventually the stage is ready for revenge. The noble may have married and had children, these now have grown and the first is preparing their own wedding. What revenge could be more sweet than re-living the past? The whole family line should also pay for her pain.

The characters could get involved by being approached to look for a young noble that has gone missing, or has been killed. Or maybe the Crone contacts the characters to use them somehow in her plot.

NOTES
Thrice Cursed Crone is quite a nasty adversary and has 3 curses that are quite powerful, this however is balanced by her not being that strong in a stand up fight.

She will need (and should have access to) a lot of undead support.

She is probably best used as support for multiple encounters with her slipping away to fight another day. You could maybe have something like a Lich’s phylactery (a silver locket with a picture of her betrothed and a lock of his hair) which she will return to when killed. This would probably be better than relying on her escaping as PCs have a nasty habit of achieving critical hits just when you least expect it.

Roleplaying the Crone whilst in her disguised state could be quite interesting (see Veil of the Day power) as its illusion state drops if she tells a lie.



Thrice Cursed Crone Level 10 Elite Controller
Medium Fey Humanoid (undead) XP 1,000

Initiative +9 Senses Perception +8
Aura of Obedience aura 10; All non intelligent undead inside the aura
become under the control of Crone, these undead become the Crones
permanent allies. Whilst inside the aura all ally undead gain a +1 bonus to
attack and damage
HP 208; Bloodied 104
AC 26; Fortitude 21, Reflex 24, Will 26
Immune charm, disease, poison;
Resist 15 necrotic; Vulnerable 10 lightning (see Broach of Substitution)
Saving Throws +2
Speed 5
Action Points 1

[FONT=D&D 4e icons]M[/FONT] Jewelled Hat Pin (Standard; at-will) item
Attack +15 vs. AC; 1d4+2 damage; on hit secondary attack +13 vs.
Fortitude; 1d10 poison damage; on hit target is weakened (save ends)

[FONT=D&D 4e icons]r[/FONT] Blast of Pure Hatred (Standard; at-will) necrotic
Range 10/20; attack +14 vs. Reflex; 2d8+6 necrotic damage

[FONT=D&D 4e icons]r[/FONT] Cursed Step (Standard; recharge [FONT=D&D 4e icons]56[/FONT]) teleport
Range 5; attack +14 vs. Will; 1d8+6 necrotic damage; on hit target is
teleported 5 squares and slowed (save ends)

[FONT=D&D 4e icons]a[/FONT] Vampiric Vortex (Standard; encounter) necrotic, healing
Area Burst 2 within 10 squares; attack +12 vs. Fortitude; 3d6+6 necrotic
damage; each target hit heals Crone for 15 HPs

Curse of Misfortune (Minor; recharge [FONT=D&D 4e icons]6[/FONT]) only 1 curse per turn
Curses nearest enemy; target takes 5 necrotic damage, when ever the
target rolls a D20 they roll twice and take the lowest result (save ends)

Curse of the Lame Beggar (Minor; recharge [FONT=D&D 4e icons]6[/FONT]) only 1 curse per turn
Curses nearest enemy; target takes 10 necrotic damage, targets speed is
reduced to half, round down (save ends, -5 penalty)

Curse of Desperate Rage (Minor; recharge [FONT=D&D 4e icons]6[/FONT]) only 1 curse per turn
Curses nearest enemy; target takes 5 necrotic damage, when ever target
takes a standard action that is not a Basic Attack they take 2d6 necrotic
damage (save ends, -2 penalty)

Fey Step (Move; encounter) teleport
Crone may teleport 5 squares as a move action; Crone gains +2 to all
defences until the end of her next turn

Dance of the Dead (Move; encounter)
All Undead inside Aura of Obedience may make an immediate free move
action, Undead must stay within the aura during this move action

Broach of Substitution item
This magical broach switches the wearers highest vulnerability to lightning,
doubling the value. (in this case turning vulnerability 5 radiant to 10
lightning)

Veil of the Day (daily) item, illusion
This magical veil has the property of projecting the appearance of the
wearer on the morning of their wedding (the item does not function if this
event has not happened). This illusion is dropped if the wearer takes any
aggressive action or tells a lie

Alignment Evil Languages common, elven, dwarven
Skills perception +13, insight +13, streetwise +15, thievery +14, diplomacy +16, arcane +15
Str 14 (+7) Dex 18 (+9) Wis 17 (+8)
Con 16 (+8) Int 20 (+10) Cha 22 (+11)
Equipment jewelled hat pin, broach of substitution, veil of the day
 

I like the Bride a lot. Although, I do think it would be difficult to operate with the Veil. It's a cool item, but it would be very hard for her to be deceptive in doing her plans if she can't lie.

The Corpse Cradle is awesome, but the necronode is rather underwhelming.
 

Hi people, i'm back

The undead are looking good. Mesh hong, good job on the recent post, keep up the good work.

i'm going to be creating a new post on traps and hazards in 4e so be sure to check it out.

-Sporemine
 

Thanks Rechan

I like the Bride a lot. Although, I do think it would be difficult to operate with the Veil. It's a cool item, but it would be very hard for her to be deceptive in doing her plans if she can't lie.

This of course could be purely optional. As a DM I like to give myself a challange every once in a while, and this would fall into that category.

I sort of saw the Veil as a way of stopping her too easily achieving her goals, and a way to force her into roping other people in. She would need to find a couple of unscrupulous associates or underlings that either agreed with her agenda or didn't care. She could also organise parts or schemes by contacting people by letter or messanger. Also if you want an example of how to manipulate a conversation without bare faced lying just listen to a politician ;)

Really the Veil could just be used to walk around town and quietly gather information.

The Corpse Cradle is awesome, but the necronode is rather underwhelming.

Well the Necronode is supposed to be pretty weak, that is why it wraps itself in a necrotic construct. If it was impressive in itself it wouldn't need the elaborate power it has developed. Also the threat from the Necronode is that it stands a good chance of escaping and comming back a short while later. This could be a very nasty shock if PCs encountered it early on in a dungeon, then had to battle it again on the way out when they thought the place was clear.
 

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