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<blockquote data-quote="Voadam" data-source="post: 6834917" data-attributes="member: 2209"><p><strong>Monstrous Compendium Dark Sun Appendix II Terrors Beyond Tyr</strong></p><p></p><p><a href="http://www.drivethrurpg.com/product/17201/Dark-Sun-Monstrous-Compendium-Appendix-II-Terrors-beyond-Tyr-2e?affiliate_id=17596" target="_blank">Monstrous Compendium Dark Sun Appendix II Terrors Beyond Tyr</a></p><p>2e</p><p><strong>Dhaot:</strong> Dhaots are incorporeal undead that are sometimes created when people die far away from their homes. The spirits of the deceased feel an overwhelming compulsion to return to their homes they had in life. </p><p><strong>Fael:</strong> Faels are ravenous undead beings who never quenched their need for material consumption during life. </p><p>Rich humans and demihumans are often subject to this form of undeath. </p><p><strong>Kaisharga:</strong> In life, defiler liches were spellcasters of great power who learned to garner their magical energies from the very land around them. </p><p>No one seems to know where the first defiler lich came from. With the many gapes and portals existing in the demiplane, it is most likely that the foul things came from some other place far removed from Ravenloft. Rumors abound that the world of their origin was blasted into desert by their ilk, but thus far no proof has been offered of this theory. </p><p>They voluntarily sought undeath, believing it to be a form of immortality. </p><p><strong>Demi-Defilers:</strong> ?</p><p><strong>Krag:</strong> Krags are undead created when a cleric aligned to an element or para-element dies in the medium diametrically opposed to his own. The anguish and trauma of dying to the very force he devoted his life to opposing is sometimes enough to transform a cleric into a wicked and bitter undead. </p><p><strong>Kragling:</strong> Kraglings are creatures who have perished from the elemental transfusion attack of a krag. Anything that dies in this manner has a 45% chance of coming back as a kragling in 1-4 days. </p><p>Any creature can become a kragling if it was killed by the elemental transfusion of a krag. Silt spawn, humanoids, demihumans, humans, and even nonhumanoid monsters are all subject to the transfusion attack and thus can become kraglings. What type of kragling and how powerful it is depends on the creature’s Hit Dice. </p><p>A character bitten by a krag must make a saving throw versus death, or his blood will slowly turn into the krag’s element. As the blood changes, the victim suffers 1d4 additional points of damage per round. If death results, there is a 45% chance that the victim will become a kragling in 1d4 days. This infection counts as a poison or a disease for purposes of countering, so sweet water or even a cure disease spell will halt the process instantly. </p><p><strong>Kragling Lesser:</strong> Lesser kraglings are created when creatures with less than 4 Hit Dice are killed by a krag’s elemental transfusion. </p><p><strong>Kragling Greater:</strong> Greater kraglings are created when creatures with more than 4 Hit Dice are killed by a krag’s elemental transfusion. </p><p><strong>Meorty:</strong> Meorties were created long ago through the necromancies of high priests and through the use of long-lost psionic abilities for the purpose of serving as the protectors of various Green-Age domains. </p><p><strong>Raaig:</strong> ?</p><p>Raaigs are incorporeal spirits sustained by their unwavering belief and sense of duty to ancient gods that no longer exist on Athas. </p><p><strong>Racked Spirit:</strong> Racked spirits are the evil remnants of persons who committed acts during their lives that violated the very nature of their being. </p><p>Racked spirits vary in race, but dwarven banshees are the most common. Dwarven banshees are created whenever dwarves forsake their life purpose. </p><p>A being drained of all its life energy by a racked spirit becomes a lesser racked spirit.</p><p>Racked spirits single out happy individuals, attempting to ruin their lives through “bad luck”. They appear to those they have ruined to offer their help in exchange for services. The services they require always conflict with the strongest beliefs of the victims. If the victims refuse to do what the spirit requests, the spirit descends on them and drains their life energy. Those who agree and go against their own beliefs become full-strength racked spirits upon their deaths. </p><p>Thinking zombies might return as racked spirits because they were unable to complete their tasks as thinking zombies. </p><p>Racked spirits are incorporeal undead animated by their own guilt over committing some act that violated their basic nature. The dwarven banshee, created when a dwarf forsakes his life purpose, is the most common.</p><p><strong>T'Liz:</strong> T’lizes are undead defilers whose spirits have outlived their bodies. </p><p>T’lizes are powerful defilers who died before completing their magical studies. </p><p><strong>Undead:</strong> Freewilled undead once belonged to an intelligent species and in undeath continue to think for themselves. They are often referred to simply as undead. Controlled undead are animated corpses such as skeletons and zombies that may not belong to an intelligent species. </p><p>The type of undead a creature becomes upon death is based upon the motivation or event that caused the undead to resist death. While certain races are more likely to become certain types of undead, this is because members of that particular race often share similar motivations.</p><p><strong>Wraith Athasian:</strong> In the Gray, the spirits of the dead slowly dissolve and are absorbed. Some spirits, like wraiths, don’t suffer this fate. They are sustained by a force even more powerful than the Gray – their everlasting faith in a cause greater than themselves. </p><p>All wraiths need something important from their lives to serve as magnets for their spirits. These items can be candles of faith, like in the Crimson shrine, or brilliant gems full of life force, such as the gems used by the Dragon’s wraith knights.</p><p>Athasian wraiths differ from other wraiths in that they voluntarily embraced undeath as a form of existence. </p><p><strong>Zombie Thinking:</strong> A thinking zombie is a creature who has died and its spirit cannot rest until it has completed the task. </p><p>Creatures who die before completing an important task (often under the compulsion of a geas or quest spell) often become thinking zombies.</p></blockquote><p></p>
[QUOTE="Voadam, post: 6834917, member: 2209"] [b]Monstrous Compendium Dark Sun Appendix II Terrors Beyond Tyr[/b] [URL=http://www.drivethrurpg.com/product/17201/Dark-Sun-Monstrous-Compendium-Appendix-II-Terrors-beyond-Tyr-2e?affiliate_id=17596]Monstrous Compendium Dark Sun Appendix II Terrors Beyond Tyr[/URL] 2e [b]Dhaot:[/b] Dhaots are incorporeal undead that are sometimes created when people die far away from their homes. The spirits of the deceased feel an overwhelming compulsion to return to their homes they had in life. [b]Fael:[/b] Faels are ravenous undead beings who never quenched their need for material consumption during life. Rich humans and demihumans are often subject to this form of undeath. [b]Kaisharga:[/b] In life, defiler liches were spellcasters of great power who learned to garner their magical energies from the very land around them. No one seems to know where the first defiler lich came from. With the many gapes and portals existing in the demiplane, it is most likely that the foul things came from some other place far removed from Ravenloft. Rumors abound that the world of their origin was blasted into desert by their ilk, but thus far no proof has been offered of this theory. They voluntarily sought undeath, believing it to be a form of immortality. [b]Demi-Defilers:[/b] ? [b]Krag:[/b] Krags are undead created when a cleric aligned to an element or para-element dies in the medium diametrically opposed to his own. The anguish and trauma of dying to the very force he devoted his life to opposing is sometimes enough to transform a cleric into a wicked and bitter undead. [b]Kragling:[/b] Kraglings are creatures who have perished from the elemental transfusion attack of a krag. Anything that dies in this manner has a 45% chance of coming back as a kragling in 1-4 days. Any creature can become a kragling if it was killed by the elemental transfusion of a krag. Silt spawn, humanoids, demihumans, humans, and even nonhumanoid monsters are all subject to the transfusion attack and thus can become kraglings. What type of kragling and how powerful it is depends on the creature’s Hit Dice. A character bitten by a krag must make a saving throw versus death, or his blood will slowly turn into the krag’s element. As the blood changes, the victim suffers 1d4 additional points of damage per round. If death results, there is a 45% chance that the victim will become a kragling in 1d4 days. This infection counts as a poison or a disease for purposes of countering, so sweet water or even a cure disease spell will halt the process instantly. [b]Kragling Lesser:[/b] Lesser kraglings are created when creatures with less than 4 Hit Dice are killed by a krag’s elemental transfusion. [b]Kragling Greater:[/b] Greater kraglings are created when creatures with more than 4 Hit Dice are killed by a krag’s elemental transfusion. [b]Meorty:[/b] Meorties were created long ago through the necromancies of high priests and through the use of long-lost psionic abilities for the purpose of serving as the protectors of various Green-Age domains. [b]Raaig:[/b] ? Raaigs are incorporeal spirits sustained by their unwavering belief and sense of duty to ancient gods that no longer exist on Athas. [b]Racked Spirit:[/b] Racked spirits are the evil remnants of persons who committed acts during their lives that violated the very nature of their being. Racked spirits vary in race, but dwarven banshees are the most common. Dwarven banshees are created whenever dwarves forsake their life purpose. A being drained of all its life energy by a racked spirit becomes a lesser racked spirit. Racked spirits single out happy individuals, attempting to ruin their lives through “bad luck”. They appear to those they have ruined to offer their help in exchange for services. The services they require always conflict with the strongest beliefs of the victims. If the victims refuse to do what the spirit requests, the spirit descends on them and drains their life energy. Those who agree and go against their own beliefs become full-strength racked spirits upon their deaths. Thinking zombies might return as racked spirits because they were unable to complete their tasks as thinking zombies. Racked spirits are incorporeal undead animated by their own guilt over committing some act that violated their basic nature. The dwarven banshee, created when a dwarf forsakes his life purpose, is the most common. [b]T'Liz:[/b] T’lizes are undead defilers whose spirits have outlived their bodies. T’lizes are powerful defilers who died before completing their magical studies. [b]Undead:[/b] Freewilled undead once belonged to an intelligent species and in undeath continue to think for themselves. They are often referred to simply as undead. Controlled undead are animated corpses such as skeletons and zombies that may not belong to an intelligent species. The type of undead a creature becomes upon death is based upon the motivation or event that caused the undead to resist death. While certain races are more likely to become certain types of undead, this is because members of that particular race often share similar motivations. [b]Wraith Athasian:[/b] In the Gray, the spirits of the dead slowly dissolve and are absorbed. Some spirits, like wraiths, don’t suffer this fate. They are sustained by a force even more powerful than the Gray – their everlasting faith in a cause greater than themselves. All wraiths need something important from their lives to serve as magnets for their spirits. These items can be candles of faith, like in the Crimson shrine, or brilliant gems full of life force, such as the gems used by the Dragon’s wraith knights. Athasian wraiths differ from other wraiths in that they voluntarily embraced undeath as a form of existence. [b]Zombie Thinking:[/b] A thinking zombie is a creature who has died and its spirit cannot rest until it has completed the task. Creatures who die before completing an important task (often under the compulsion of a geas or quest spell) often become thinking zombies. [/QUOTE]
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