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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 6838439" data-attributes="member: 2209"><p><a href="http://www.drivethrurpg.com/product/17171/DD-Rules-Cyclopedia-Basic?affiliate_id=17596" target="_blank">Rules Cyclopedia</a></p><p>Basic</p><p><strong>Undead:</strong> The undead are creatures that were once alive but now owe their existence to powerful supernatural or magical forces upon their spirits or bodies.</p><p>A 1st level character hit by an energy drain attack is killed and often returns as an undead under the control of the slayer. If not specified, this occurs 24-72 hours after death.</p><p>Any victims who die from having their blood drained by a giant vampire bat must make a saving throw vs. spells or become an undead creature 24 hours after death.</p><p><em>Create Magical Monsters</em> spell.</p><p><strong>Beholder Undead:</strong> An undead beholder is similar to a living one, but is a construct created for some specific evil purpose. All undead beholders are constructs; "real" beholders never become undead.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Haunt:</strong> A haunt is an undead soul of some creature (usually human) unable to rest.</p><p><strong>Haunt Banshee:</strong> It is rumored that a banshee is the soul of an evil female elf, atoning for its misdeeds in life.</p><p><strong>Haunt Ghost:</strong> A Neutral ghost is a human soul who has become trapped, unable to rest, either because the body remains unburied, or because the being was greatly betrayed, harmed, or cursed.</p><p><strong>Haunt Poltergeist:</strong> ?</p><p><strong>Lich:</strong> A lich is a powerful undead monster of magical origin. It looks like a skeleton wearing fine garments, and was once an evil and chaotic magic-user or cleric of level 21 or greater (often 27-36).</p><p><strong>Mummy:</strong> Mummies are undead monsters; the carefully-prepared and bandage-swathed remains of long-dead nobles and guardians—who lurk near deserted ruins and tombs. Mummies are often created as guardians for these tombs; they are charged with the task of killing anyone who breaks into the tomb, even if they must follow the trespassers to the very ends of the earth.</p><p><strong>Nightshade:</strong> They are all extremely rare, usually created or summoned for a specific purpose by a more powerful being.</p><p><strong>Nightshade Nightcrawler:</strong> ?</p><p><strong>Nightshade Nightwalker:</strong> ?</p><p><strong>Nightshade Nightwing:</strong> ?</p><p><strong>Phantom:</strong> ?</p><p><strong>Phantom Apparition:</strong> Any human or demihuman slain by an apparition will become one in one week; the only way to avoid this fate is to cast a dispel evil spell on the body before casting a raise dead (all within the week's time). If a raise dead is cast without the dispel evil, the character will revive, apparently none the worse for the experience—but will begin to fade a week later, turning into an apparition.</p><p><strong>Phantom Shade:</strong> ?</p><p><strong>Phantom Vision:</strong> ?</p><p><strong>Skeleton:</strong> Animated skeletons are undead creatures often used as guards by the high level magic-user or cleric who animated them, or by greater undead creatures who command them.</p><p><em>Animate Dead</em> spell.</p><p><strong>Spectre:</strong> A character slain by a spectre will rise the next night as a spectre.</p><p><strong>Spirit:</strong> Spirits are powerful evil beings inhabiting the bodies (or body parts) of others; they are among the nastiest of undead monsters.</p><p><strong>Spirit Druj:</strong> ?</p><p><strong>Spirit Odic:</strong> ?</p><p><strong>Spirit Revenant:</strong> ?</p><p><strong>Vampire:</strong> Any character slain by a vampire will return from death in three days.</p><p><strong>Wight:</strong> Any</p><p>person totally drained of life energy by a wight will become a wight in Id4 days.</p><p><strong>Wraith:</strong> A victim slain by a wraith will become a wraith in one day.</p><p><strong>Zombie:</strong> They are empty corpses animated by an evil magic-user or cleric.</p><p><em>Animate Dead</em> spell.</p><p></p><p>Fourth Level Clerical Spells</p><p>Animate Dead</p><p>Range: 60'</p><p>Duration: Permanent</p><p>Effect: Creates zombies or skeletons This spell allows the caster to make animated, enchanted skeletons or zombies from normal skeletons or dead bodies within range. These animated undead creatures will obey the cleric until they are destroyed by another cleric or a dispel magic spell.</p><p>For each experience level of the cleric, he may animate one Hit Die of undead. A skeleton has the same Hit Dice as the original creature, but a zombie has one Hit Die more than the original. Note that this doesn't count character experience levels as Hit Dice: For purposes of this spell, all humans and demihumans are 1 HD creatures, so the remains of a 9th level thief would be animated as a zombie with 2 HD.</p><p>Animated creatures do not have any spells, but are immune to sleep and charm effects and poison. Lawful clerics must take care to use this spell only for good purpose. Animating the dead is usually a Chaotic act.</p><p></p><p>Fifth Level Magical Spells</p><p>Animate Dead</p><p>Range: 60'</p><p>Duration: Permanent</p><p>Effect: Creates zombies or skeletons This spell allows the spellcaster to make animated, enchanted skeletons or zombies from normal skeletons or dead bodies within range. These animated undead creatures will obey the cleric until they are destroyed by another cleric or a dispel magic spell.</p><p>For each experience level of the cleric, he may animate one Hit Die of undead. A skeleton has the same Hit Dice as the original creature, but a zombie has one Hit Die more than the original. Note that this doesn 't count character experience levels as Hit Dice: For purposes of this spell, all humans and demihumans are 1 HD creatures, so the remains of a 9th level thief would be animated as a zombie with 2 HD.</p><p>Animated creatures do not have any spells.</p><p></p><p>Eighth Level Magical Spells</p><p>Create Magical Monsters</p><p>Range: 60'</p><p>Duration: Two turns</p><p>Effect: Creates one or more monsters This spell is similar to the 7th level create normal monsters spell, except that it can create monsters with some special abilities (up to two asterisks). The range and duration are double those of the lesser spell. All other details are the same: the creatures are chosen by the caster, appear out of thin air, and vanish at the end of the spell duration.</p><p>The total number of Hit Dice of monsters appearing is equal to the level of the magic-user casting the spell (again, dropping fractions if the caster's level is not an exact multiple of the creatures' Hit Dice). The spell does not create humans or demihumans, but can create undead. Creatures of 1-1 Hit Die count as 1 Hit Die; creatures of 1/2 Hit Die or less count as 1/2 Hit Die each.</p><p>Special Note: This spell can create a construct (as defined in Chapter 14) if the spellcaster uses the materials normally required for the construct's creation. Only one construct will appear, regardless of the caster's Hit Dice; but it is permanent, and does not vanish at the end of the spell duration—though it still may be dispelled at normal chances of success. This construct may have only two asterisks (special abilities) or less; see Chapter 14 for lists of the known types of constructs and the number of special abilities they have. The cost of materials is a minimum of 5,000 gold pieces per asterisk (or more, depending on your campaign). Chapter 16 contains more rules for enchanting magical items (including constructs), and has suggestions regarding nondispellable constructs.</p></blockquote><p></p>
[QUOTE="Voadam, post: 6838439, member: 2209"] [URL=http://www.drivethrurpg.com/product/17171/DD-Rules-Cyclopedia-Basic?affiliate_id=17596]Rules Cyclopedia[/URL] Basic [b]Undead:[/b] The undead are creatures that were once alive but now owe their existence to powerful supernatural or magical forces upon their spirits or bodies. A 1st level character hit by an energy drain attack is killed and often returns as an undead under the control of the slayer. If not specified, this occurs 24-72 hours after death. Any victims who die from having their blood drained by a giant vampire bat must make a saving throw vs. spells or become an undead creature 24 hours after death. [i]Create Magical Monsters[/i] spell. [b]Beholder Undead:[/b] An undead beholder is similar to a living one, but is a construct created for some specific evil purpose. All undead beholders are constructs; "real" beholders never become undead. [b]Ghoul:[/b] ? [b]Haunt:[/b] A haunt is an undead soul of some creature (usually human) unable to rest. [b]Haunt Banshee:[/b] It is rumored that a banshee is the soul of an evil female elf, atoning for its misdeeds in life. [b]Haunt Ghost:[/b] A Neutral ghost is a human soul who has become trapped, unable to rest, either because the body remains unburied, or because the being was greatly betrayed, harmed, or cursed. [b]Haunt Poltergeist:[/b] ? [b]Lich:[/b] A lich is a powerful undead monster of magical origin. It looks like a skeleton wearing fine garments, and was once an evil and chaotic magic-user or cleric of level 21 or greater (often 27-36). [b]Mummy:[/b] Mummies are undead monsters; the carefully-prepared and bandage-swathed remains of long-dead nobles and guardians—who lurk near deserted ruins and tombs. Mummies are often created as guardians for these tombs; they are charged with the task of killing anyone who breaks into the tomb, even if they must follow the trespassers to the very ends of the earth. [b]Nightshade:[/b] They are all extremely rare, usually created or summoned for a specific purpose by a more powerful being. [b]Nightshade Nightcrawler:[/b] ? [b]Nightshade Nightwalker:[/b] ? [b]Nightshade Nightwing:[/b] ? [b]Phantom:[/b] ? [b]Phantom Apparition:[/b] Any human or demihuman slain by an apparition will become one in one week; the only way to avoid this fate is to cast a dispel evil spell on the body before casting a raise dead (all within the week's time). If a raise dead is cast without the dispel evil, the character will revive, apparently none the worse for the experience—but will begin to fade a week later, turning into an apparition. [b]Phantom Shade:[/b] ? [b]Phantom Vision:[/b] ? [b]Skeleton:[/b] Animated skeletons are undead creatures often used as guards by the high level magic-user or cleric who animated them, or by greater undead creatures who command them. [i]Animate Dead[/i] spell. [b]Spectre:[/b] A character slain by a spectre will rise the next night as a spectre. [b]Spirit:[/b] Spirits are powerful evil beings inhabiting the bodies (or body parts) of others; they are among the nastiest of undead monsters. [b]Spirit Druj:[/b] ? [b]Spirit Odic:[/b] ? [b]Spirit Revenant:[/b] ? [b]Vampire:[/b] Any character slain by a vampire will return from death in three days. [b]Wight:[/b] Any person totally drained of life energy by a wight will become a wight in Id4 days. [b]Wraith:[/b] A victim slain by a wraith will become a wraith in one day. [b]Zombie:[/b] They are empty corpses animated by an evil magic-user or cleric. [i]Animate Dead[/i] spell. Fourth Level Clerical Spells Animate Dead Range: 60' Duration: Permanent Effect: Creates zombies or skeletons This spell allows the caster to make animated, enchanted skeletons or zombies from normal skeletons or dead bodies within range. These animated undead creatures will obey the cleric until they are destroyed by another cleric or a dispel magic spell. For each experience level of the cleric, he may animate one Hit Die of undead. A skeleton has the same Hit Dice as the original creature, but a zombie has one Hit Die more than the original. Note that this doesn't count character experience levels as Hit Dice: For purposes of this spell, all humans and demihumans are 1 HD creatures, so the remains of a 9th level thief would be animated as a zombie with 2 HD. Animated creatures do not have any spells, but are immune to sleep and charm effects and poison. Lawful clerics must take care to use this spell only for good purpose. Animating the dead is usually a Chaotic act. Fifth Level Magical Spells Animate Dead Range: 60' Duration: Permanent Effect: Creates zombies or skeletons This spell allows the spellcaster to make animated, enchanted skeletons or zombies from normal skeletons or dead bodies within range. These animated undead creatures will obey the cleric until they are destroyed by another cleric or a dispel magic spell. For each experience level of the cleric, he may animate one Hit Die of undead. A skeleton has the same Hit Dice as the original creature, but a zombie has one Hit Die more than the original. Note that this doesn 't count character experience levels as Hit Dice: For purposes of this spell, all humans and demihumans are 1 HD creatures, so the remains of a 9th level thief would be animated as a zombie with 2 HD. Animated creatures do not have any spells. Eighth Level Magical Spells Create Magical Monsters Range: 60' Duration: Two turns Effect: Creates one or more monsters This spell is similar to the 7th level create normal monsters spell, except that it can create monsters with some special abilities (up to two asterisks). The range and duration are double those of the lesser spell. All other details are the same: the creatures are chosen by the caster, appear out of thin air, and vanish at the end of the spell duration. The total number of Hit Dice of monsters appearing is equal to the level of the magic-user casting the spell (again, dropping fractions if the caster's level is not an exact multiple of the creatures' Hit Dice). The spell does not create humans or demihumans, but can create undead. Creatures of 1-1 Hit Die count as 1 Hit Die; creatures of 1/2 Hit Die or less count as 1/2 Hit Die each. Special Note: This spell can create a construct (as defined in Chapter 14) if the spellcaster uses the materials normally required for the construct's creation. Only one construct will appear, regardless of the caster's Hit Dice; but it is permanent, and does not vanish at the end of the spell duration—though it still may be dispelled at normal chances of success. This construct may have only two asterisks (special abilities) or less; see Chapter 14 for lists of the known types of constructs and the number of special abilities they have. The cost of materials is a minimum of 5,000 gold pieces per asterisk (or more, depending on your campaign). Chapter 16 contains more rules for enchanting magical items (including constructs), and has suggestions regarding nondispellable constructs. [/QUOTE]
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