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Undead Origins

Voadam

Legend
The Black Gem
Labyrinth Lord
Undead: Unfortunately, one of the items buried with the merchant was a garnet pin. The stone was large and of an unusually deep red, so as to appear almost black. How he had come by it, no one knows, but he was not the original owner. It had been the prized possession of an evil necromancer years before, and was imbued with many of that wizard’s foul magics. The merchant had no inkling of the item’s powers, and so never used it.
As the gem lay in the ground, surrounded by death, its power reached out and began to corrupt the cemetery’s residents. Every new moon, its power would reach an apex, and the dead would rise. At first only one or two would shuffle out of their tombs or graves; but as time went on, more and more would stir.
The Black Gem magic item.
Skeleton: ?
Zombie: ?
Ghoul: ?
Wisp: ?
Skeleton Warrior: ?
Haunting: A haunting is not a true ghost in the undead sense. It is more like an echo of an ended life. Such things are not uncommon, as far as the supernatural goes. Here under the influence of the black gem, they appear much more often.
Ghost: ?
Sad Sondra, Sondra Fletcher, Ghost: Sondra Fletcher was a young girl of Gant, driven to suicide after being seduced by a wandering adventurer. She has haunted beyond the pale for many years. Since the black gem came to the cemetery, her power has grown.
Wight: If any living person approaches with 30' of the mausoleum, the gem will sense him. It will animate the merchant’s corpse as a wight and move to attack the characters.

The Black Gem
Buried with its owner decades ago, this garnet brooch is a cursed item infused with necromantic energies. It is a large, very dark garnet surrounded by small diamond chips (As jewelry, its estimated value is approximately 500 gold pieces). If wielded by a magic-using character, the item can cast a temporary version of animate dead once per day as a random level caster (2nd-12th), but the effect only lasts six hours. Using the gem (even once) causes the bearer to slowly (over weeks) take on a cadaverous appearance, as if undead himself, eventually taking on a lich-like visage. The gem is also cursed, so that whomever possesses it will refuse to willingly give it up. Remove curse or dispel evil can free the possessor of the gem, but only if cast by a 9th level or higher cleric. Any corpselike changes to appearance are permanent.
The jewel can be destroyed simply by smashing it, but doing so causes an explosion of negative energy in a 20' radius. The blast deals 2d6 damage to living targets and heals undead by the same amount. Any undead created by the gem—except those inside the blast radius—begin to decay rapidly, falling to pieces in one round. Those undead imbued with energy from the blast are affected by a haste effect for 3 rounds before crumbling.
 

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Voadam

Legend
The Dungeon of Crows 2 - Avatar of Yog Sutekhis
Labyrinth Lord
Mungbat, Undead Goblin Witchdoctor: Mungbat had himself entombed, still living, with the bones of his four dead sons to sleep with him throughout eternity.
Flying Skull: Mungbat then calls upon the power of the infernal spirits he worships to animate 30 flying skulls.
Mungbat can call upon infernal powers to animate 30 flying skulls, once per week.
Mummified Jackal-Man: ?
Azure Skeleton: ?
Shard Skeleton: ?
Crypt Guardian: ?
 


Voadam

Legend
The Hidden Serpent
Labyrinth Lord
Dwarf Wraith: Plans called for a second level, but in the lower caves, Zeglin discovered magic crystals in the walls and an ancient statue. Greedy for knowledge, he had the dwarven engineers killed and dumped their bodies unceremoniously for the stirges to suck. The outraged spirits of the dwarfs returned, thirsting for revenge, their rotting bodies becoming zombies. Their leader's ghost became a wraith and an evil spirit animated his corpse as a wight.
Dwarf Zombie: Plans called for a second level, but in the lower caves, Zeglin discovered magic crystals in the walls and an ancient statue. Greedy for knowledge, he had the dwarven engineers killed and dumped their bodies unceremoniously for the stirges to suck. The outraged spirits of the dwarfs returned, thirsting for revenge, their rotting bodies becoming zombies.
Dwarf Wight: Plans called for a second level, but in the lower caves, Zeglin discovered magic crystals in the walls and an ancient statue. Greedy for knowledge, he had the dwarven engineers killed and dumped their bodies unceremoniously for the stirges to suck. The outraged spirits of the dwarfs returned, thirsting for revenge, their rotting bodies becoming zombies. Their leader's ghost became a wraith and an evil spirit animated his corpse as a wight.
 




Voadam

Legend
The Tomb of Gardag the Strange
Labyrinth Lord
Skeleton: ?
Gardag, Wight: ?
Wife of Gardag, Former Wife of Gardag, Wraith: The wraith was a former wife of Gardag.
This small tomb has a coffin within it. Inside is the wife of Gardag, destined to always be by his side.
Zombie: If the PC’s open the Iron Maiden the[y] will find a very hungry zombie. The intended torture victim did not die, but turned.
 

Voadam

Legend
The Tomb of Sigyfel
Labyrinth Lord
Skeleton: ?
Sigyfel, Ghoul: Sigyfel has recently been “reborn” by the demonic beings he worshiped in life. His body still lies in the sarcophagus, but he has become a fearsome ghoul, waiting for any fool to open the heavy lid so he can spring forth.
 
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Voadam

Legend
Tranzar's Redoubt
Labyrinth Lord
Tranzar: When Tranzar faced his own extinction, he knew that his only hope lay with Shezhou. However, the mortally broken wizard was in those final moments no match for the wicked ambition of that unholy tree. Shezhou agreed to grant Tranzar unlife, but failed to tell him that he would become a thrall to the Vegetal God, as Shezhou now styled himself. By the time Tranzar understood the depth of the betrayal, it was too late.
Shezhou trapped Tranzar’s soul in a pocket dimension where the wizard has neither material form nor access to magical power. The Vegetal God then ensorcelled the body of the luckless mage into a magical token that maintains the bizarre reality of his former redoubt.
Shezhou, The Vegetal God, Undead Sentient Ash Tree: From Tranzar’s scrying, he discerned that Shezhou was an ordinary tree that had been used to hang horse thieves, murderers and oath breakers. Local witch cults soon found that rituals performed near this tree were more efficacious. Over time, residue of the evil dweomers of that place awoke a dark animus within that ash.
Undead Hobbit: ?
Ghoul: All debts [in the Casino of the Damned] must be paid before leaving the table. Characters may ask the pit boss for a line of credit. If that credit cannot be paid before leaving the casino, the character will become a ghoul under the control of the pit boss.
Bride, Skeleton: ?
Groom, Skeleton: ?
Zombie: ?
Skeleton: ?
Vampire, Pit Boss: ?
Ghoul, Referee: ?
Ghoul, Guard: ?
Ghoul, Player: ?
Zombie Astronaut: None know whether, in life, these travelers from a different world came here intentionally or by accident. Practitioners of strange magics, they long ago quit their mortal coil, but their alien dweomer now animates their corpses toward some unknowable purpose.
 
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Voadam

Legend
What Ho, Frog Demon
Labyrinth Lord
Husk Zombie: ?
Tower Wight: ?
Zombastodon: ?
Armchair-Tactician Ghost: ?
Fallen Boyar Commander, Undead Boyar Commander: ?
Chitin-Armored Cataphracts of the Palatine: ?
Ghost of the Great Deodand: ?
Ghostly Hyperborean: ?
Debelinko, Great Pig Tragic Ghost: If he is slain, subsequent encounters will be with his tragic ghost.
Maliska, Ghost: ?
Ghost of Maliska's Carefree Watercolor Painting Days: ?
Svetlana, Mournful Ghost: ?
Vampire Pig: ?

Skeleton: ?
Mummy: ?
Wraith: ?
Ghost: ?
Zombie: ?
 

Voadam

Legend
Whisper & Venom
Labyrinth Lord
Undead Cycle Restless: Restless are undead animated corpses of souls trapped in a purgatory. The path to their cursed existence began with the unfortunate circumstances of their death. Their burial preparations were either forgotten or ignored. The rites that prepared their souls for separation from their material bodies were denied them. The failure to find peace in the afterlife has animated their bodies as vessels of mindless rage and aggression toward the living.
Undead Cycle Malice: Once the decomposition of the body is complete, the souls of the restless are lost forever. A corporeal energy remains. Such energies coalesce to form the next stage of the undead cycle, the Malice.
This entity has shed its weak restless sinews and gained a focused and evil preternatural mind.
Once the decomposition of the body is complete, the souls of the restless are lost forever. A corporeal energy remains. Such energies coalesce to form the next stage of the undead cycle, the Malice.
Wight: ?
Ghostly Vanguard: ?
Undead King: ?
 

Voadam

Legend
Wisdom from the Wastelands Issue #52 Nanotech Undead
Labyrinth Lord
Nanotech Undead: In the Ancients’ movies and literature, undead were often created by magic, curses, or other supernatural phenomena. The hideous and terrifying creatures now stalking the wastelands are closer to another theme from the ancestors’ popular culture: technology run amuck, the escaped infectious creations of mad scientists. But the Ancient bio-tech engineers were not usually mad, and the infections did not escape. Instead, it was much, much worse: undead were born as nanite terror weapons, and intentionally used. Originally, even during the final wars’ opening salvos, weapons like these were outlawed by all sides. Over time, the desperate, the deranged, and the purely evil ignored these agreements. In secret government facilities and hidden terrorist labs, the various undead “species” were developed using nanites of both forms, robotic and organic. However, each kind of monster is usually particular to one nanite type or the other, with most derived from robotic versions.
Uncounted millions died, ripped apart by these un-living monstrosities, or were changed, recruited in blood on the far side of death’s door, rising to join the undead ranks. Many undead forms were created and released, and more still were “misplaced” as the final wars tore apart what safeguards were left.
The nanites that convert and control the undead come in two basic forms: robotic and organic. The former are like little machines, while the latter are more akin to engineered viruses.
One of the most terrifying things about these creatures is that they can reproduce. The nanites which created the undead can be passed on to victims through physical contact or injury. In this way, even if a character survives the initial undead attack, he may still die hours or days later, becoming the monster that killed him.
Unless otherwise noted in the monster’s description, characters wounded by undead must save versus poison to avoid being infected by the nanites. Most of the entries below have their own method of infection that appear to go against the rules provided here. These rules are a generalization that the ML can use for their own nanitized undead monstrosities, or be used instead of those provided in the descriptions. However, the ML needs to keep track of the damage the creature inflicts to come up with the final penalty for the saving throw! This roll is modified by three factors: nanite strength, the type of attack (e.g., bludgeoning versus cutting or piercing), and the total amount of damage inflicted upon the victim that round.
The Nanotechnology Strength indicates the particular nanite’s virulence and its resistance, if defending against attacks by other nanites or treatment by Ancient medicine. This number is listed in each of the creatures’ stat blocks. The type of attack is important because piercing attacks, such as bites, drive the nanites deeper into a victim’s body than cuts or impacts, making it harder to resist the infection. Bludgeoning attacks have less chance of breaking the skin, which provides a barrier to infection.
No matter how many wounds a victim suffers in one round, or how many different kinds of undead are involved, the character has to make only one save per round. Even if there are multiple types of attack (e.g., claw and bite) or multiple attacker types (e.g., bloody skeletons and bone dervishes), this does not present a problem. The victim simply uses only the highest Nanotechnology Strength out of all attackers and the attack with the most severe penalty.
As an example, Turok gets attacked by those two monsters mentioned above and takes 12 points of damage in one round. The Damage sustained Modifiers table indicates this is a -2 save penalty. The highest Nanotechnology Strength is 3 from the bone dervish, while the attack with the most severe save penalty is the bloody skeleton’s bite (-2). Added together, the modifier to Turok’s poison save this round is -7 (damage: -2, attack type: -2, nanite strength: -3). As this indicates, the undead are nasty, nasty creatures, and should be considered high-level monsters. Fighting them is not a pleasant or good idea; they need to be taken out from range and as quickly as possible.
Several things should be noted with this system. First, the penalties only accumulate during the round when the damage is inflicted, not for all damage the character takes during an entire combat. This means a character will likely make several saves, one during each round she is wounded; if she is not wounded during one round, she does not have to make a save. Second, should a character fail one save, but later roll a natural 20 to save versus poison during another round of the same combat, the character’s immune system is able to block the infection. Last, if the character fails her save, she is infected. Note the total modifier used for the failed roll; this will be used later. See the section below, on Incubation and Treatment.
Attack Type Modifiers
Attack Type Save Modifier
Cutting (e.g., claw) -1
Impact (e.g., punch, bash) +2
Piercing (e.g., bite) -2
Damage Sustained Modifiers
Damage Taken Save Modifier
1-3 +1
4-6 +0
7-10 -1
11-15 -2
16+ -3
Incubation and Treatment
When a character gets infected by some strain of undead nanotechnology, there are usually two paths to follow: the direct route to death and conversion, and the scenic one.
Again note that most of the nanotech undead creature described below have their own method of conversion and infection. This is a guideline for ML’s who wish to create their own monstrosities.
If the character is slain fighting one of the undead, the nanites need only 2d6 rounds to multiply inside the victim’s body — unless otherwise noted in the monster’s description. Once this time has passed, the victim rises as a new creature, of the same type as her killer. All former mutations, abilities, and statistics are gone. The character is irretrievably lost, and no trace of her former personality remains.
If the character survived her battle with the undead, but failed at least one save versus poison (and did not roll a 20 on a later save), she is still infected. Her likely or impending death will take a little longer. The nanites remain within her body, and continue to multiply, but at a much slower rate. This gives her a chance to find medical help capable of purging the nanites from her system.
Every six hours after infection, the victim must make another saving throw, with the same modifiers used when she was initially infected. A failed save means the victim takes CON damage equal to 1d3+(Nanotechnology Strength of the infecting creature). Once the victim’s CON reaches zero, she dies. After 1d4 rounds, she rises as a new version of the creature that killed her. If the victim is lucky enough to roll a natural 20 on one of these saves, her body’s immune system has successfully destroyed the invading nanites, and she is cured. If her CON is high enough that she gets a bonus to poison saving throws, this bonus can be added, trying to get 20 or above. Aside from rolling a 20, the victim’s only hope of surviving is to find the treatment mentioned above. Treatment ideas can be found in the previously mentioned Nanotechnology issues of WftW, as well as those issues dealing with disease, medical equipment, and drugs (#8, #13, and #33, respectively). Once the nanites are purged, the character’s CON returns at her natural healing rate per day.
Undead: In the Ancients’ movies and literature, undead were often created by magic, curses, or other supernatural phenomena.
Numerous types of undead monsters can be found in the post-apocalyptic world and might have been created in a number of ways.
Blood Slime: Instead of draining blood, a slime occasionally infects a target (10% of the time), transmitting nanites through its tentacles. When a victim fails her save versus poison (see the Transmission section for more information, as well as negative to the victim’s saving throw), the nanites start working rapidly, causing 1d4+1 points of Constitution damage per hour. When her CON reaches 0, the victim dies. Her body melts into a puddle of blood and gore, with the bones, organs, and flesh liquefying within 1d4 rounds. The new slime creature has a number of hit dice equal to half the character’s CON score.
Blood slime differs slightly from other undead, because it is created by organic nanites.
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate.
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast.
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites.
Puffer Infection Table
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom.
Undead Pet Infection Table
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true.
Bloody Skeleton: Just one bloody skeleton can doom an entire community, as the nanite-borne plague spreads like August prairie fire. The creatures are covered by crimson or dark brown blood stains, all that remains after the bones ripped themselves free of the original victim, discarding flesh and organs as though they were soiled clothing.
This horrific birth begins as the nanites insinuate themselves throughout the victim’s body. His limbs begin moving of their own volition, first tearing off all his clothes and equipment. Then he is forced to bite the flesh from his fingers while still conscious and aware of the pain. When the phalanges are exposed, the victim must watch in helpless agony as his hands claw open skin and rip away muscle. Only when the trauma and blood loss become too great does the victim finally die.
The removal takes 3d6 rounds, but once all meat is gone (including the eyes), the creature is ready to attack and spread infection through its bite and claws.
In its drive to infect, the insidious is an unusual carrier, because it spreads nanites for many different undead species. Once a victim is infected, roll on the Insidious Infection Table to determine what kind of undead it will become.
Insidious Infection Table
Roll d20 Resulting Undead Type
1-2 Banshee
3-8 Bloody Skeleton
9 Flesh Collector
10-13 Floating Torso
14 Juggernaught
15-18 Walking Dead
19-20 Young
If this Necro individual happens to come across a lone human or mutant, the nanites will force it to attack and bite the target. Often these infected will carry stun weapons in order to make the process all that easier. They will infect victims as such with the Bloody Bones, Ghoul or Walking Dead versions of this plague. One in ten times the nanites will infest the target, creating another Necro.
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate.
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast.
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites.
Puffer Infection Table
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom.
Undead Pet Infection Table
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true.
Banshee: When it kills a target, the banshee ignores other characters nearby (unless it is attacked) and spends 1d3 rounds releasing its nanites into the corpse.
The organic mass of anyone killed and infected by a banshee is converted into robotic nanites, a process that takes 4d6 hours.
In its drive to infect, the insidious is an unusual carrier, because it spreads nanites for many different undead species. Once a victim is infected, roll on the Insidious Infection Table to determine what kind of undead it will become.
Insidious Infection Table
Roll d20 Resulting Undead Type
1-2 Banshee
3-8 Bloody Skeleton
9 Flesh Collector
10-13 Floating Torso
14 Juggernaught
15-18 Walking Dead
19-20 Young
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate.
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast.
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites.
Puffer Infection Table
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom.
Undead Pet Infection Table
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true.
Bone Dervish: A character killed by a dervish is seeded with nanites from the colony. These strip the corpse of flesh in 4d6 hours, leaving a perfectly clean skeleton amid a pile of organic goo, which is disgusting, but harmless. The bones are added to the colony, with each new skeleton giving a dervish three more hit dice. Once a dervish grows to 20+ hit dice, the colony splits into two 10-hit die dervishes.
When Necros come across a corpse, they will bite it. This will infect the corpse with either the nanite version of the Bone dervishes, Dry Bones, or Walking Dead plague. The nanites will infest and create these creatures.
Cold Shadow: Created before the final wars, these horrifying examples of Ancient science and ingenuity gone wrong were designed not so much as terror weapons, but as nearly-unstoppable assassins.
Rarely (1% of the time), a shadow will bathe its kill in its own nanites, giving rise to a new creature. This conversion takes 2d12 hours; once complete, the victim’s body is gone, consumed by nanites, leaving only the new shadow
Dry Bones: During the final wars, these horrors sought out and reanimated skeletons of the long-dead. The nanites burrowed into graveyards, used the surrounding earth to multiply, and then stirred the bones to un-life.
The creatures reproduce by killing and draining the corpses into husks, then reanimating the remains. But they can also reanimate the dead from graveyards, old battlegrounds, or other devastated areas with human or near-human corpses. Reanimation takes 4d12 hours, sometimes less if there is a great deal of moisture in the area. A dry bones may only reanimate one skeleton at a time, but can do this 1d4 times in a row, before needing to “recharge” its nanites, which takes 14 days. Because of this, entire sections of some ruined cities are filled with these creatures. Although the nanites were programmed to convert human skeletons, a ML could also have non-human dry bones, if she wants.
When Necros come across a corpse, they will bite it. This will infect the corpse with either the nanite version of the Bone dervishes, Dry Bones, or Walking Dead plague. The nanites will infest and create these creatures.
Flesh Collector: When it has secured a full complement of limbs, the creature looks to reproduce, hunting for human victims to infect — not kill outright — transferring nanites through its bite. To resist the infection, a victim must save versus poison, with the saving throw modified by the amount of damage inflicted, as described in the Transmission section above. When a flesh collector is taking limbs, it concentrates on one target at a time until the victim is dead; however, when it attacks to reproduce, the flesh collector does not care if there are dozens of potential victims nearby, or just one: it bites and bites and bites trying to infect infect as many victims as possible during a round. And then it flees, letting the infection do the killing.
Conversion into a flesh collector begins as soon as the victim fails his save, and the nanites enter his bloodstream. It follows the process described in the rules, except for one difference: the nanites immediately infest his brain. Within 2d12 hours, they wipe the cerebral cortex clean, eliminating any trace of the victim’s memory, personality, or conscious thought. Mechanically, the victim loses 1d3 point of Intelligence every hour, until reaching 0. Should the victim somehow be cured of the nanite infestation, the lost INT points return at the character’s natural rate of healing per day.
Physically, the character undergoes a vast transformation during the conversion. Once he’s dead, the nanites spread throughout the victim’s body, increasing his muscular and skeletal density, making the creature terrifically strong and giving it a layer of protective dermal plates. The creature’s knuckles are also transformed, into jagged bony spikes that inflict horrible, bleeding wounds. Any character punched by a flesh collector automatically loses an additional 1d3 hit points per round, per wound from blood loss. For example, a victim punched four times loses 4d3 hit points per round until either the wounds have been bandaged (requiring 1 round per wound), he takes a curative drug, or he uses a medical device that heals damage. Mutants with regenerative capability are immune to this effect.
While pure humans are a flesh collector’s intended targets, the nanites can also infect mutant humans — but not other creatures, such as mutant animals.
In its drive to infect, the insidious is an unusual carrier, because it spreads nanites for many different undead species. Once a victim is infected, roll on the Insidious Infection Table to determine what kind of undead it will become.
Insidious Infection Table
Roll d20 Resulting Undead Type
1-2 Banshee
3-8 Bloody Skeleton
9 Flesh Collector
10-13 Floating Torso
14 Juggernaught
15-18 Walking Dead
19-20 Young
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate.
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast.
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites.
Puffer Infection Table
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom.
Undead Pet Infection Table
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true.
Floating Torso: Clearly the product of a deranged mind, these monsters rip off their own skins like Bloody Skeletons during their conversions, but go further, with the torso tearing its spine free from the pelvis. The nanites responsible for creating these horrors imbue their bones with millions of tiny repulsor units, which allow a torso to hover 2-3' off the ground, and move marginally faster than other types of skeletons.
In its drive to infect, the insidious is an unusual carrier, because it spreads nanites for many different undead species. Once a victim is infected, roll on the Insidious Infection Table to determine what kind of undead it will become.
Insidious Infection Table
Roll d20 Resulting Undead Type
1-2 Banshee
3-8 Bloody Skeleton
9 Flesh Collector
10-13 Floating Torso
14 Juggernaught
15-18 Walking Dead
19-20 Young
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate.
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast.
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites.
Puffer Infection Table
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom.
Undead Pet Infection Table
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true.
Ghost: Like banshees, ghosts are created by a strain of weaponized, self-replicating nanites that was engineered to cause fear.
Ghosts mostly (90% of the time) try to kill any living creature they encounter. However, 10% of the time, the entities aim to spread their nanites in order to reproduce. After being touched, the human or near-human target must save versus poison to avoid infection. If the victim fails, he quickly succumbs to the nanites, which then destroy his body and convert it into a nanite cloud that retains his appearance at the moment of death — even his gear. This process takes 1d12 hours; once complete, the former victim is now a fully-functional monster. The destruction is complete and irreversible: the victim cannot be brought back to life by any means, and retains no memory of his living self.
There are two types of ghosts: those with a fixed territory and those that roam freely. When a character is killed and converted, he has a 50/50 chance of becoming one type or the other.
Ghoul: Those creating nanotech undead often mined mythology and legend for ideas. Ghouls were a slightly different case, as some wasteland scholars believe the creatures were inspired by role-playing games and online virtual reality worlds that existed before the fall. However they were dreamed up, these creatures are the stuff of nightmares.
After death, these human corpses were reawakened by organic nanites and corrupted into things with an insatiable hunger for blood and flesh.
Ghouls attempt to reproduce, rather than merely eating victims, only if their pack size drops below 16 individuals. They spread their nanites only through their bite, not their claws. Any victim bitten must save versus poison and use the Transmission modifiers to avoid initial contamination as normal, but the remaining ghoul infection process is slightly different from other undead. Every day, an infected victim loses 1d4+1 points of Constitution; once she reaches a -1 CON, she dies. During this time, however, she can still be saved by getting medical help or finding a way to clean the organic nanites from her body.
Anyone dying from the infection reanimates in 2d3 days. The new creature’s wounds are healed, its body is transformed, and any remnants of its former personality or memories have been destroyed. The new ghoul loses any obvious outward mutations (such as extra limbs) during the conversion, but less obvious powers (such as increased physical attributes and some toxic weapons) are retained and still usable. This could be quite a surprise for any would-be exterminators who run into these atypical ghouls. Wasteland scholars are uncertain why only certain mutations disappear; some believe the original nanite designers wanted their creations to have a physical uniformity. Others just shake their heads at the Ancients’ inscrutable whims.
Unlike many other undead, ghouls are created by the rarer, virus-like organic nanites.
If this Necro individual happens to come across a lone human or mutant, the nanites will force it to attack and bite the target. Often these infected will carry stun weapons in order to make the process all that easier. They will infect victims as such with the Bloody Bones, Ghoul or Walking Dead versions of this plague. One in ten times the nanites will infest the target, creating another Necro.
Insidious: Occasionally, the insidious will venture from his home community and travel to another one nearby, to fulfill its second mission: reproduction. There, the creature tries to find a loner or someone with a small family. Insidious prefer a mated target, because these victims tend to around much less suspicion than a lone drifter. The creature attacks with the same tactics described above, but only infects the victim with insidious nanites. Transforming into an insidious takes 1d3 days, a process so gradual and subtle that a victim will not know what’s happening unless she is carefully monitored or subjected to medical tests.
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate.
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast.
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites.
Puffer Infection Table
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom.
Undead Pet Infection Table
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true.
Juggernaut: After a monster reaches 20 hit dice, it begins to infect humans with the nanites. When it finds a group of humans, the juggernaut aims to kill all but one or two. Then it tries to grab the survivor(s), which requires an attack roll and does 1d12 points of damage (because the creature is pulling its attack). Then it bite its victim, which also requires an attack roll, but only does 1d4 points of damage. The victim must save versus poison or become infected with nanites.
The nanites cause 1d3 points of Constitution damage per hour until the victim reaches 0, when the dies. The victim later rises as a 5 hit die monster, with reduced physical attacks and no bite.
In its drive to infect, the insidious is an unusual carrier, because it spreads nanites for many different undead species. Once a victim is infected, roll on the Insidious Infection Table to determine what kind of undead it will become.
Insidious Infection Table
Roll d20 Resulting Undead Type
1-2 Banshee
3-8 Bloody Skeleton
9 Flesh Collector
10-13 Floating Torso
14 Juggernaught
15-18 Walking Dead
19-20 Young
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate.
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast.
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites.
Puffer Infection Table
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom.
Undead Pet Infection Table
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true.
Krawler: Before the final wars came to an end, the ancients enjoyed marvels of medical technology which many living in the ruins consider to be nothing short of magic. One of the greatest advances was the ability to grow limbs and organs in order to replace those lost due to disease and accident.
The terrorist organizations responsible for many of the nanotech undead horrors unleashed during the turbulent final years managed to infest these production laboratories with nanites. At first the limbs, organs and so forth seemed to be perfectly healthy and normal, but after 1d6 days after implantation, the true terror of these insidious nanites appeared. The original victims of the infected replacements became one of the many different types of undead (roll on the Puffer infection table, below). The limbs and organs would then detach from the body and through the strange and horrid programming, seek out other creatures to infest.
Lightning Walker: This type of nanite undead is a bit of a contradiction. Most nanite undead are quite susceptible to the effects of electrical attacks, particularly EMP, but the nanites infesting these unfortunate souls are organic nanites, and have undergone a type of tinkering which makes them far heartier than most other types of nanites.
There are two types of nanites infesting these undead. The first type is the regular organic nanites, which will turn victims into Walking Dead. The second type is the Lightning Walker version, which will cause the victims to rise as a new Lightning Walker. The ratio is approximately 75% Walking Dead to 25% Lightning Walker.
These undead will always stop and spend at least 1d6 rounds digging into the corpses of any recently killed creature in order to infest it with the nanites. Creatures which are already deceased will have only a 20% chance of becoming either Walking Dead or this particular type of nanotech undead.
Nanospider: This particular brand of creature has only shown up in the wastelands over the past ten or twenty years. It is suspected that some technologically savvy individual or group managed to get hold of blank nanotech and a programmer in order to create these terrors.
In order to ensure the continuation of the species, these creatures will travel and actively seek out other spiders in order to infest them. Sometimes they will ignore perfectly healthy spiders and instead search for the egg clusters and infect the eggs with the nanites. They will not harm the growing young, but instead will wait until the spiders have reached full maturity before killing them and turning them into spreaders of the nanite horror.
Necro: If this Necro individual happens to come across a lone human or mutant, the nanites will force it to attack and bite the target. Often these infected will carry stun weapons in order to make the process all that easier. They will infect victims as such with the Bloody Bones, Ghoul or Walking Dead versions of this plague. One in ten times the nanites will infest the target, creating another Necro.
Psionic Shambler: Only recently encountered in the wastelands, shamblers may have been created to battle the many mutants with powerful psionic abilities.
The psionic shambler monsters spread their nanite strain through both claw and bite attacks. Infected characters begin wasting away, suffering 1d4+2 points of Constitution damage per day. Upon reaching 0 CON, they die and reanimate in 1d4 hours. If the character was pure human, or a mutant with only physical mutations, he rises as a walking dead (with no mutations). If the victim has mental mutations, he rises as a psionic shambler.
Strangely, unlike the Walking Dead, these Psionic Shambler nanites only reanimate humans or humanoids, not animals.
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate.
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast.
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites.
Puffer Infection Table
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom.
Undead Pet Infection Table
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true.
Puffer: In combat, the Puffer creatures first bash targets with their thick, squishy fists. Should a puffer hit with a natural 20, the strike does double damage and the target is stunned for 1d3 rounds unless it successfully saves versus energy. Stunned victims are then bitten, an attack which automatically hits, does damage, and forces the target to make another save. This save versus poison is to avoid being infected by puffer nanites, and uses the modifiers described in the Transmission section above.
Those infected with the Krawler organs must immediately save versus poison with a -5 to the saving throw or be killed. Unlike the appendages below, these victims will lose all their internal organs, which will leave through any orifice available. The remaining husk then becomes a Puffer.
Screaming Skull: Unlike most other undead nanite types, which affect the whole corpse, this strain focuses solely on the skull. After colonization, a bright emerald green glow appears within each eye socket; they move, shifting from side to side, as though actual eyes looking for victims. The altered skull takes on a slightly luminescent, greenish tinge, detaches from its skeleton, and begins to float. The nanites are similar to those found in floating torsos, providing lift with tiny repulser units.
A flock attacks until all targets are dead, and then they reproduce, peeling away the skin from their victims’ skulls and infecting the bones with nanites, which takes 2d6 rounds. The conversion process, from bone to flying monster, takes 2d12 turns; after which time, the new creature separates from its skeleton and joins the flock. Once a particular flock has 20 members, new additions break away and form a new flock. Unlike other undead, the skulls do not infect living targets; the nanites only work on dead bone, not living tissue.
Stabber: These nanite undead were created to be the combative side of the undead terrors. They appear to be the typical Walking Dead variety, but there is one major difference between them and the other creatures. They have snapped off their forearms, leaving torn flesh and jagged bone.
Unlike other types of nanite undead, these creatures do not care if they kill the victim — anything they kill is going to rise up and join the ranks of the walking dead. There is a 10% chance however a victim will instead rise as one of these creatures. It will still retain part of its memories, and as such it will always try to hunt down and kill and infect friends and family members first. In fact, many of the herds found with these beasts are the remains of friends or family members. The chance of them infecting a friend or family member with this version of the nanites is increased to 50%. Once they have become infected, they will find a suitable location in order to snap off their arms, creating the distinctive look and attack they possess.
Undead Pet: A horde of the walking dead is an effective way to spread fear, but it’s not the best way to spread infectious nanites: potential victims see the monsters coming and run away. Some terror weapon designers decided to fashion a more subtle infectious agent by capturing pets in target areas, converting them into undead, then returning the animals to their neighborhoods. What they created was a highly unusual form of undead, one more suited to infiltration — almost an animal version of the insidious. The type of pet did not matter — cat, lizard, gerbil, etc. — all the “lost” animals were happily welcomed back into their owners’ lives, where they could perform their murderous mission in secret.
When the pets attack other animals, they specifically transmit the nanite strain for undead pets. After being bitten, the victim animal saves versus poison to avoid infection. If this fails, the victim becomes lethargic, while it loses 1d4-1 points of Constitution per hour. The animal does not die when this stat reaches 0; it lies down and becomes comatose for 1d6 turns. Nothing can waken a victim during this period, but once it’s over, the animal rises as if nothing had happened. But, they were converted into monsters, and begin spreading their plague, looking for other animals to attack and other communities to take them in.
Wrapped: Wasteland scholars are not certain where these unusual monsters came from, or what they are, exactly. Some believe the wrapped are horribly corrupted tailoring nanites, while others assume the creatures were specifically created as terror weapons.
The wrapped nanites are unlike other nanotech undead: they will not kill a wounded victim. Scholars believe energy within a living creature keeps these nanites from becoming virulent. However, any character killed by the wrapped (either by suffocation or by being sliced) is converted into more nanites, becoming one of these monsters in 4d8 hours. Much like bone dervishes, the wrapped are not merely wearing a dead character’s clothes: the nanites infest and animate the rags.
Voracious: It has been determined these creatures were unleashed upon the wastes just after the cessation of the final wars. The lands were filled with untold dead, and those who were responsible for the creation of the many variations of the nanitzied undead felt it was their “civic duty” to create a way to clean up the remains.
Thus were born a new strain of nanitized undead.
Any living human, pure human or humanoid attacked and infected by a Voracious will lose 1d3 points of Constitution score (if a save versus poison is failed) every 6 hours. Once the Constitution score reaches zero, the target will die and rise 1d6 turns later as one of these creatures.
It should be noted Voracious will also attack and consume animals, but the nanites cannot animate them.
Wealth Hoarder: It has been speculated these creatures were created by the scientists and others who had a distinct hatred of the wealthy and those who hoarded the wealth before the commencement of the final wars.
Those killed by the creature will always rise as one of these nanitized undead in 1d6 days, although for some very strange reason the organic nanites which animate these corpses will never actually infest targets which are still living — the body’s natural immune system ensures this will not happen.
Young: In combat, the young use their child-like characteristics to surprise would-be opponents, or throw off adults conditioned to view children as nonthreatening. The creatures’ bite and claw attacks both inject targets with a class 11 paralytic toxin. To avoid being immobilized, a victim must save versus poison for each separate attack that hits. Each save is modified using the penalties described in the Transmission section. If alone with a target, the young kills its victim immediately, but if fighting a group, the creatures try to paralyze all targets first, then kill them when it is safe to do so.
Passed along within the paralytic secretion are nanites that create the young. These initially seem dormant, activating only after a victim dies. Then, they apparently respond to age-related hormonal markers: children reanimate as one of the young in 2d12 hours, while older teens and adults rise as one of the walking dead in 4d6 turns. During this conversion period, children are spirited away and carefully hidden by the young until their transformation is complete, but adult victims could be left where they fell, or just dragged out of sight.
Should a wounded victim survive being attacked by the young, the nanites stay in her system. If killed soon after, she rises as an appropriate form of undead. How long this period is, and if it is possible to destroy the dormant nanites (or if they simply get flushed from the body by the character’s immune system) is up to the ML.
In its drive to infect, the insidious is an unusual carrier, because it spreads nanites for many different undead species. Once a victim is infected, roll on the Insidious Infection Table to determine what kind of undead it will become.
Insidious Infection Table
Roll d20 Resulting Undead Type
1-2 Banshee
3-8 Bloody Skeleton
9 Flesh Collector
10-13 Floating Torso
14 Juggernaught
15-18 Walking Dead
19-20 Young
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate.
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast.
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites.
Puffer Infection Table
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom.
Undead Pet Infection Table
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true.
Walking Dead: In its drive to infect, the insidious is an unusual carrier, because it spreads nanites for many different undead species. Once a victim is infected, roll on the Insidious Infection Table to determine what kind of undead it will become.
Insidious Infection Table
Roll d20 Resulting Undead Type
1-2 Banshee
3-8 Bloody Skeleton
9 Flesh Collector
10-13 Floating Torso
14 Juggernaught
15-18 Walking Dead
19-20 Young
There are two types of nanites infesting lightning walker undead. The first type is the regular organic nanites, which will turn victims into Walking Dead. The second type is the Lightning Walker version, which will cause the victims to rise as a new Lightning Walker. The ratio is approximately 75% Walking Dead to 25% Lightning Walker.
These undead will always stop and spend at least 1d6 rounds digging into the corpses of any recently killed creature in order to infest it with the nanites. Creatures which are already deceased will have only a 20% chance of becoming either Walking Dead or this particular type of nanotech undead.
Anyone touching the nanospider's webbing is automatically attacked by organic nanites and there is the usual chance of becoming infected. Anyone infected with these nanites and is killed rise as the Walking Dead — this includes animals.
Often when encountered deep in the ruins, the spiders will have a hoard of 2d12 Walking Dead spread throughout their lairs, victims of the virus they spread forever guarding the spiders and making it difficult for anyone to make it through the maze unscathed.
When Necros come across a corpse, they will bite it. This will infect the corpse with either the nanite version of the Bone dervishes, Dry Bones, or Walking Dead plague. The nanites will infest and create these creatures.
The psionic shambler monsters spread their nanite strain through both claw and bite attacks. Infected characters begin wasting away, suffering 1d4+2 points of Constitution damage per day. Upon reaching 0 CON, they die and reanimate in 1d4 hours. If the character was pure human, or a mutant with only physical mutations, he rises as a walking dead (with no mutations). If the victim has mental mutations, he rises as a psionic shambler.
Strangely, unlike the Walking Dead, these Psionic Shambler nanites only reanimate humans or humanoids, not animals.
Puffers are especially vulnerable to penetrating weapons (e.g., spears, swords, arrows, bullets): any piercing attack that does 8+ points of damage in a single strike automatically kills the creature and causes it to detonate.
The explosion has a 30' radius of effect and inflicts 5d6 points of damage (save versus energy for half damage). Any character within the blast must save versus poison, with a -4 penalty, to avoid being infected by nanites. This is different than the puffers’ reproductive bite, because that hellish soup sloshing within them carries many strains of undead nanites. For each target, roll on the Puffer Infection Table to determine the nanite strain that infects the victim. Strangely, if another one of these creatures is within the blast, it will not detonate, nor will it suffer any damage from the blast.
Although the explosion is bad enough, its effects linger, with the blast area remaining toxic for the next 4d12 days. Any character entering the 30' radius of effect must save versus poison or become infected by some strain. Only those wearing sealed environmental protection suits will be safe. Setting off an EMP weapon is one sure way to clean up the area and destroy any loitering nanites.
Puffer Infection Table
Roll Resulting Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaught
15 Psionic Undead
16 Slime, Blood
17-18 Young
19-20 Walking Dead
Unlike other types of nanite undead, these creatures do not care if they kill the victim — anything they kill is going to rise up and join the ranks of the walking dead. There is a 10% chance however a victim will instead rise as one of these creatures. It will still retain part of its memories, and as such it will always try to hunt down and kill and infect friends and family members first. In fact, many of the herds found with these beasts are the remains of friends or family members. The chance of them infecting a friend or family member with this version of the nanites is increased to 50%.
The undead pets prefer to let their nanites do the killing, most often biting and running. If flight is not an option, the creatures fight, but have a nasty surprise for characters looking to kill a pet. In yet another difference from other undead species, these creatures have a built-in self-destruct mechanism: when the animal falls to 0 hit points, it explodes. Everything within a 20' radius takes 4d6 points of thermal damage (save versus energy for half). Anyone in the blast must also save versus poison, using the modifiers described in the Transmission section, to avoid being infected. It is possible for other undead pets to be killed in the blast, setting off a chain-reaction of fiery damage and contamination.
Undead pets are infested with nearly every strain of undead nanite. So, whether victims were bitten or wounded by pet-part shrapnel, the infected get to roll on the Undead Pet Infection Table to determine their individual doom.
Undead Pet Infection Table
Roll Undead Type
1-6 Bloody Skeleton
7-8 Banshee
9 Flesh Collector
10-12 Floating Torso
13 Insidious
14 Juggernaut
15 Psionic Undead
16 Slime, blood
17-18 Young
19-20 Walking Dead
In combat, the young use their child-like characteristics to surprise would-be opponents, or throw off adults conditioned to view children as nonthreatening. The creatures’ bite and claw attacks both inject targets with a class 11 paralytic toxin. To avoid being immobilized, a victim must save versus poison for each separate attack that hits. Each save is modified using the penalties described in the Transmission section. If alone with a target, the young kills its victim immediately, but if fighting a group, the creatures try to paralyze all targets first, then kill them when it is safe to do so.
Passed along within the paralytic secretion are nanites that create the young. These initially seem dormant, activating only after a victim dies. Then, they apparently respond to age-related hormonal markers: children reanimate as one of the young in 2d12 hours, while older teens and adults rise as one of the walking dead in 4d6 turns. During this conversion period, children are spirited away and carefully hidden by the young until their transformation is complete, but adult victims could be left where they fell, or just dragged out of sight.
Should a wounded victim survive being attacked by the young, the nanites stay in her system. If killed soon after, she rises as an appropriate form of undead. How long this period is, and if it is possible to destroy the dormant nanites (or if they simply get flushed from the body by the character’s immune system) is up to the ML.
Some wasteland scholars believe the young harbor nanites for more than just the walking dead, and might be able to create any nanotech undead, much like Puffers (and using their Infection Table). There has been no direct evidence, aside from rumors, but there is a good chance those rumors are true.
 

Voadam

Legend
Fever Swamp
Lamentations of the Flame Princess
Candle Thief: These spirits of lost children are desperate for a light to lead them home.
Leech Chewer: The ghosts of men who died of infected wounds, these creatures are hungry for clean, fresh blood.
Chieftain-Wight: Ancestral kings of the People, wrapped about in rotten protective leathers
that once falsely promised eternal rest.
Zombie: Any killed by a Chieftain-Wight are raised in 1d4 days as zombies, who kneel in supplication to their undying liege when not falling upon the blades of their enemies.
The Corpse Pile: The Cult of the Drowned have managed to disturb something. Something old. Something dead. Malicious tendrils have snaked out of its sarcophagus and found a bounty of waterlogged cadavers in the Swamp’s foetid waters. Now they wander, killing the living and growing in size with each murder.
The Light almost perfectly seals the Ur-Corpse below, letting only a tiny sliver of its essence slip through a crack in order to animate the Corpse Pile.
Waterlogged Dead: ?
Slimy Skeleton: ?
Reanimated Crocodile: ?
Crocodile Ghoul: ?
Ur-Corpse: A corpse of something never living and terribly ancient, it sits poised, long head angled downwards, six insectile limbs ready to power it forwards.
Reanimated Crew: ?
Starved Corpse: ?
 

Voadam

Legend
Frostbitten & Mutilated
Lamentations of the Flame Princess
Lychewyfe: When a powerful witch wishes to extend her life beyond its natural span, she calls for two things: an immaculate, unwilling Cleric and a bone saw. Witch and virgin are divided down the middle and the halves are fused to their mismatched twins with baleful arts and catgut. This produces two lychewives—one lyche-sinister, one lyche-dexter. (Frostbitten & Mutilated)
Kylesamara, Lychewyfe: When a powerful witch wishes to extend her life beyond its natural span, she calls for two things: an immaculate, unwilling Cleric and a bone saw. Witch and virgin are divided down the middle and the halves are fused to their mismatched twins with baleful arts and catgut. This produces two lychewives—one lyche-sinister, one lyche-dexter.
Kylesa was the witch, and Mara the virgin. The Mara halves typically do nothing or scream and beg for death—being totally physically subservient to their Kylesa halves, who have led the Ulvenbrigad for 400 years.
Marakylesa, Lychewife: When a powerful witch wishes to extend her life beyond its natural span, she calls for two things: an immaculate, unwilling Cleric and a bone saw. Witch and virgin are divided down the middle and the halves are fused to their mismatched twins with baleful arts and catgut. This produces two lychewives—one lyche-sinister, one lyche-dexter.
Kylesa was the witch, and Mara the virgin. The Mara halves typically do nothing or scream and beg for death—being totally physically subservient to their Kylesa halves, who have led the Ulvenbrigad for 400 years.
Undead Frost Giant of the Hatemountain: Frost Giant of Hatemountain Unholy Grave power.
The Necrobutcher: ?
The Noctambulant, Mothertwister, Annihilator, The Eons Inseminated with Agony Untold: ?
The Plaguewielder, Emptier, Inviter of Contagion, Dissolver: ?

Unholy Grave: Will rise as undead if proper rites are not performed.
 

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Legend
James Edward Raggi IV's Eldritch Cock
Lamentations of the Flame Princess
Undead: Baptized By The Black Urine Of The Deceased spell miscast.
Zombie: Electric Grave spell miscast.

Baptized by the Black Urine of the Deceased
magic-Users are depraved individuals who reject their very humanity in their quest for knowledge and power. This is absolutely universal and always true. You cannot claim decency at all, ever, if you study or use magic, period. At best you can keep a civil facade and put on a useful and fancy light show to trick others into thinking it’s a good idea to keep you around. Sometimes, however, there is no hiding it. Whereas even the most evil people have limits to what they will do, boundaries to protect their integrity and their skewed view of humanity, even to protect their most precious causes, even their very lives, Magic-Users will often perform the most degrading rituals for the sake of mere convenience. If you are a wizard, that is who you are. If you travel with wizards, this is what you ally with.
This spell can be cast on any existing corporeal undead that still has an intact abdomen, or on any corpse still possessing the same (which will animate the corpse). The caster must then prostrate herself before the creature, who then will proceed to drain their internal putrefied matter onto the caster over the course of the next several rounds. No undead will attack the caster during this time, although all living creatures witnessing this must make a Morale check or immediately and forever disassociate themselves from the caster.
Once baptized thusly, the caster gains the following abilities and disadvantages for the spell’s duration:
The caster gains a number of temporary hit points equal to the caster’s level or the number of levels or Hit Dice the undead had in life (whichever is less).
The caster may drain the levels of anyone she touches. Each touch results in the target losing one Hit Die or level permanently, and the caster gaining 1d8 temporary hit points. The total number of levels that can be drained this way is equal to the level of the caster.
Acceptance of the undead. This will mean that mindless undead will not attack the caster, or those accompanying her (a number of people and/or animals up to the level of the caster), as long as the retinue does not cause the mindless undead to act against any standing orders. Intelligent undead will be cordial, and perhaps overly friendly. Any undead will of course defend themselves (read: counterattack) against anyone and anything hostile to them.
Any living creature encountering them must make a Morale check to stay in their presence. Those who succeed still suffer a 2 point Armor penalty and -2 on all die rolls if they are within 10’ of the caster as the stench sickens them to the point of vomiting and incontinence.
The caster does not need to eat, drink, breathe, or sleep. All normal living functions cease. After a number of days equal to the caster’s level, rigor mortis will set in and the caster will suffer a cumulative 1 point penalty to all rolls per day and a cumulative 10’ reduction in movement rate. If her movement rate reaches zero, she dies.
Stealth is impossible due to the incredible stench of rotting death, and the black oily footprints and drippings the caster leaves everywhere. These markings can never be fully cleansed, the stench never completely eliminated; the affected surfaces and areas must be replaced.
The spell ends when the Black Urine of the Deceased is washed away with the urine of the living, but only if all temporary hit points have been expended.
1d12
MISCAST TABLE
1
The urine does not have its usual effect, and is acidic to boot; the caster takes 1d6 damage, clothing and worn equipment become corroded, and the caster must save versus Poison or become scarred.
2
The urine does not have its usual effect, but the caster is imbued for 1d6 days per caster level with the unfortunate effect of automatically raising all dead bodies within a 10'per caster level radius. These undead are uncontrollable and ravenous!
3
The spell works, but the caster dies, remaining animated as undead. The character no longer needs food, water or oxygen, but cannot naturally heal damage, etc.
4
The urine stream turns into a deluge, as the spell has tapped into a Necroverse filled with the oily ichor of liquefied dead flesh. Unless there is significant drainage available, the immediate area will flood, affecting everyone who comes into contact with the liquid with the results of the spell as listed above.
5
The black urine will not wash off; the caster is permanently covered in the oily mess. On the plus side, the benefits conferred are permanent. On the not so plus side, so are the drawbacks.
6
The urine works, but also gives the caster a nasty infection. Every day for the next 1d12 days, the caster must save versus Poison or lose either one point from a random ability score or one point from her maximum hit points, permanently. If the caster engages in any strenuous activity, including travel, even one round of combat or taking any damage, or using magic or doing magical research, the caster must make two saves to prevent the loss.
7+
Refer to Miscast Table, inside front cover.

Electric Grave song title from Cathedral
sometimes, death just isn’t acceptable. It just isn’t. And while death is damned difficult to reverse, it is not completely impossible, though doing so is always risky. You’d better be sure.
This spell can only be cast in the open air, and calls forth lightning from the stars to strike down and electrify a corpse, thus reviving the deceased. The corpse needs to be in the caster’s presence, but may be buried, in a casket, or otherwise hidden.
However, life is not so easily restored. Even if the spell is cast with no miscast results, something will go wrong; roll 1d12 on the following table. If the spell is miscast, roll 1d12, taking only the first 6 results from this table, and the last six from the Miscast Table on the inside front cover of the book, as usual.
1d12
MISCAST TABLE
1
The corpse awakens as a mindless, aggressive undead zombie, with the ability to generate electricity and shoot lightning bolts! (1d8 damage, 30'range)
2
The mystic energies revive and restore the corpse physically and mentally, but the caster drops dead.
3
The corpse does not awaken, but the corpse's former consciousness replaces the caster's own in the caster's body.
4
The corpse awakens with its old intellect intact, but the body is still dead and rotting and will cease to function as its flesh falls off, leaving the intellect trapped in an inanimate skeleton (the skull, to be specific) forever.
5
The corpse awakens, fully restored and intact physically and mentally, except the head is so burnt that it is replaced by some cosmically appropriate object. This new head is functional.
6
The corpse awakens, mentally intact, but the energies involved have reverted its body to that of 1d12 years old.
7
The corpse awakens, fully restored and intact physically and mentally, but the energy involved blasts them across a vast distance. It will take 1d4+2 game sessions before the caster and newly revived person can meet, barring extraordinary travel abilities.
8
The corpse awakens, mentally intact, but the body is a charred husk, what with all the lightning involved. This doesn't have any real effect other than to be very visually repulsive.
9
The corpse awakens, fully restored and intact physically and mentally, but has no hit points of its own. Its new permanent hit point total must be donated at the time of resurrection by those witnessing the resurrection.
10
The corpse awakens, fully restored and intact physically and mentally, but shares a pool of hit points with the caster. When one dies, so does the other.
11
The corpse awakens, fully restored and intact physically and mentally, but can only gain sustenance by eating living flesh.
12+
The corpse awakens, fully restored and intact physically and mentally, but the experience of death has so shaken the newly resurrected that she cannot ever commit violence again, even in self-defense.
 

Voadam

Legend
Sounds of the Mushroom Kingdom
Lamentations of the Flame Princess
Undead Butterfly: The Undead Butterfly is the bane of all Mushroomdom. It is not itself a mushroom, but rather a virus that infects and dominates spores. Usually this kills the spore and creates a Mushroom Zombie, but once in awhile, a new Butterfly is unborn from the spore.
Mushroom Zombie: The Undead Butterfly is the bane of all Mushroomdom. It is not itself a mushroom, but rather a virus that infects and dominates spores. Usually this kills the spore and creates a Mushroom Zombie, but once in awhile, a new Butterfly is unborn from the spore.
The Undead Butterfly is as large as an elephant, but has little bodily integrity, with perforations in its flesh constantly oozing prismatic goo. To most beings, this is merely nauseating, uncomfortable, mildly acidic (no actual damage, just stinging or discoloration of objects), and a delicious addition to hummus or curry sauce.
However, when it falls on a Mushroom Man, even a microscopic drop of it, it will slowly kill the Mushroom Man at a rate of 1hp per day, which cannot be healed, and when the Mushroom Man drops to zero hit points it will become a Mushroom Zombie. Any Mushroom Man under the Butterfly’s flight path, or piercing it in mêlée combat must save versus Breath Weapon or fall victim to the ooze.
Anyone bitten by the Caterpillar must save versus Poison or degenerate into a Mushroom Zombie as above (if a Mushroom Man), or suffer a Necrodelic Effect (p31) if not a Mushroom Man.
Undead Caterpillar: Mammals killed by the undead Butterfly get infested with maggot-like caterpillars, all of which will eat each other until one is left, the last one leaving the body to seek victims on its own.
Lesser Undead Butterfly: After it has killed four human-sized beings or the equivalent, it will cocoon inside a corpse, emerging after 1d4+1 days as a pony-sized Lesser Undead Butterfly (same stats, but 30’/150’ movement).
Undead Mushroom Man: Necrodelic Effect.

Necrodelic Effects Table
1 The character becomes invisible and immaterial, unable to touch anything but still able to talk. This talking does 1d6 damage to all living creatures within 20’ that are able to hear it. All clothing and equipment fall off and are infected with Necrodelic spores. The effect lasts 2d12 turns.
2 An undead mushroom man grows within the character’s stomach. This drains 1 hit point per hour, taken from the character’s maximum hit points. This mushroom cannot be passed (it will hang on to the sides of the stomach and intestines with claws), and there is no lower limit to the hit point loss; it is possible for a character to die from this. The mushroom must be cut out, which does 1d6+6 damage to the character (but restores the character’s maximum hit points), and this takes twice as long as usual to heal.
3 The character develops instant rigor living mortis. The character is reduced to 1/4th movement, and suffers -4 to hit and Armor penalties. The effect lasts 2d12 turns.
4 The character becomes a plague carrier for 1d6 days.
5 The character’s skin rots off. For 1d6 days she is ultra-sensitive, unable to wear any clothes or carry any equipment. Healing can therefore commence but the character will be disfigured from the experience.
6 The character oozes ichor out of every pore, and this ichor pools into an ambulatory slime monster every three turns. (Armor 12, Move 30’, 4 Hit Dice, 1 acid touch doing 1d8 damage and corroding equipment, Morale 12. Immune to physical harm.) The effect lasts 3d12 turns.
7 The character craves the flesh of the character’s own species. No food will be nourishing until a suitable victim is killed and devoured.
8 The character uncontrollably moans and grunts like a zombie, and is absolutely unable to be silent. The character will foam at the mouth, have bloodshot eyes, etc., and suffers a -4 penalty to reaction rolls. The effect lasts 2d12 days.
9 The character attracts flies and mosquitos, and maggots infest the character’s flesh. The character stinks to high hell and will attract anything sensitive to necrotic smells. The effect lasts 2d12 days.
10 A random limb of the character falls off, grows claws, and attacks. Armor 12, Movement 30’, 1 Hit Die, 1 Claw attack doing 1d6 damage, Morale 12. If it’s the head that falls off, it’s the body that becomes independent and aggressive. The effect lasts 2d12 turns, after which time the claws can be cut off and the body parts easily reattached by touching the appropriate stumps together, assuming the body parts in question haven’t been destroyed.
11 The character’s vision dims. The character can only see to 30’ distance, cannot read or see fine details, or even recognize faces. The effect lasts 2d12 turns.
12 Roll twice.
 

Voadam

Legend
Vacant Ritual Assembly #6
Lamentations of the Flame Princess
Mary Hatchet, Resurrection Mary, Ghost: ?
Penitent Jack: Penitent Jack is the masked, gravel-voiced caretaker of the gallows on Heretic Hill. His yellow smile and rotting folds of flesh betray his curse of undeath. “Jack” is a disgraced cleric who betrayed the Synod during the inquisition. He was forced to hang his apostate allies, then sentenced to execution by lustration (being drowned in holy water). After his death, his body was ritually reanimated to serve as a secret pawn of the Noosefriars, forcing him to live as the eternal attendant of the gallows even as his body slowly rots.
Undead: The gallows work like this: anyone who dies while wearing a noose tied by the hangman, Penitent Jack, will awaken in a new body dangling from the gallows on Heretic Hill.
This new body happens to be whatever new character the player creates to replace the one that died.
The character generally retains his or her previous name and sense of identity (although that’s ultimately up to the player).
The new character also retains 50% of the previous character’s XP and, importantly, retains any information possessed in his or her previous incarnation.
Any character who has been reborn at the gallows counts as being undead for the purposes of turning and other magical effects.
Wandering Dead: The unholy influence of the gallows curse has leaked into the disrupted graves and cracked vaults and causes the vengeful dead to rise when the moon is right (and it is often right).
Undead Mire Dragon: The mire dragon has contracted Ebonwood Rot, but instead of seeking purchase in the ground, a root system covers the entire beast, creating an up-armored mostly-dead-but-undead mire dragon that obeys the telepathic thoughts of the Esther Tree.
 

Voadam

Legend
Lavender Hack: Tarantula Hawk Wasp Edition
Lavender Hack
Ghoul: ?
Skeleton: The animated skeletons of dead warriors, brought back to unlife by necromancers for their inscrutable purposes.
Shadow: ?
Thoul: Sometimes, when a hobgoblin and a ghoul love each other very much, they express their love in a physical way.
Zombie: ?
Dreaded Ghost Pirate: ?
 

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