Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Undead Origins
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Voadam" data-source="post: 7209015" data-attributes="member: 2209"><p><strong>Astonishing Swordsmen & Sorcerers of Hyperborea</strong></p><p></p><p><a href="http://www.drivethrurpg.com/product/104296/Astonishing-Swordsmen--Sorcerers-of-Hyperborea?affiliate_id=17596" target="_blank">Astonishing Swordsmen & Sorcerers of Hyperborea</a></p><p>Astonishing Swordsmen & Sorcerers of Hyperborea</p><p><strong>Ghast:</strong> Slain victims of ghasts later become ghouls, though with a 2-in-6 chance of becoming ghasts.</p><p><em>Animate Dead II</em> spell, 12th caster level.</p><p><strong>Ghost:</strong> Cursed with undeath.</p><p><strong>Banshee Benevolent:</strong> ?</p><p><strong>Banshee Malevolent:</strong> </p><p><strong>Ghoul:</strong> Slain victims of ghouls later become ghouls. </p><p>Slain victims of ghasts later become ghouls, though with a 2-in-6 chance of becoming ghasts.</p><p><em>Animate Dead II</em> spell.</p><p><strong>Ghoul Lacedon:</strong> ?</p><p><strong>Lich:</strong> A lich is the mummy of a powerful sorcerer, knight, overlord, or king who chose a path to (or was made to suffer) unspeakable atrocities. </p><p><strong>Mummy:</strong> A mummy is an undead monster born of maleficent necromancy using the prepared corpse of a man. In general the corpse is dehydrated and wrapped in resin-coated linen strips that prevent the introduction of moisture. The rites and incantations then performed by the sorcerer are forbidden and rightly damning to one’s soul; these oft require the use of sacred mystery tomes. Some mummies are born of a pact agreed upon by the would-be mummy (whilst mortal) and a dæmon or other netherworldly agent.</p><p><strong>Shadow:</strong> Any creature drained to 0 str becomes a shadow in thrall to the one that transformed him, and likewise do they become utterly hateful of all corporeal creatures.</p><p><strong>Skeleton:</strong> Animated and conjured to service by the baleful sorcery of magicians, clerics, and the like, these are the skeletons of men or humanoids.</p><p><em>Animate Dead</em> spell.</p><p><em>Dance Macabre</em> spell.</p><p><strong>Skeleton Large:</strong> Large skeletons are the animate bones of albino apes, carnivorous apes, mountain apes, and minotaurs. </p><p><em>Animate Dead</em> spell.</p><p><strong>Skeleton Giant:</strong> Giant skeletons are the animated forms of fomorians and other giant species. </p><p><em>Animate Dead</em> spell.</p><p><strong>Skeleton Animal:</strong> These are the risen skeletons of carrion, raised to serve the vile purposes of some wicked necromancer. </p><p><strong>Skeleton Animal Small:</strong> <em>Animate Carrion</em> spell.</p><p><strong>Skeleton Animal Medium:</strong> <em>Animate Carrion II</em> spell.</p><p><strong>Skeleton Animal Large:</strong> <em>Animate Carrion III</em> spell.</p><p><strong>Spectre:</strong> If a man is drained to 0th level, one day later he becomes a spectre serving the one who drained him.</p><p><strong>Vampire:</strong> Once per victim per day, a vampire can ensorcel a man with its gaze; must make sorcery save at −2 penalty or acquiesce to vampire’s will. Vampire can then bite victim’s neck to drain blood for 1 point of con per round. Those drained to 1 or 2 con become vampire thralls; those drained to 0 con are slain. Survivors regain lost con at 1 point per day of complete bed rest.</p><p><strong>Wight:</strong> This dreadful creature is formed when a negative energy spirit inhabits a cadaver. </p><p><strong>Wraith:</strong> A man slain by a wraith will become a wraith in 24 hours, serving the monster that slew him.</p><p><strong>Zombie:</strong> These undead humanoids, sometimes referred to as the walking dead, are the soulless corpses of men or humanoids animated by witchcraft, necromancy, or a netherworldly curse; in other cases the affliction of zombiism is akin to disease transmission. </p><p>A zombie's bite infects victim with the zombiism disease, no saving throw allowed. Infection manifests 1 turn after bite and begins with an intense fever, followed by loss of consciousness 1d6+6 turns later. Within 1d10+2 hours the victim dies; then, 1d6 turns later, he rises as a zombie. Cure disease can disrupt and alleviate this process, if cast before victim’s death. </p><p><em>Animate Dead</em> spell.</p><p><em>Dance Macabre</em> spell.</p><p><strong>Skeleton Servant:</strong> <em>Skeleton Servant</em> spell.</p><p></p><p>Animate Carrion</p><p>Level: nec 1; Range: 10 feet; Duration: permanent</p><p>Skeletons are animated from the bones or carrion of Small animals: amphibians, birds, mammals, and reptiles of natural sort. The animated animals obey the simple instructions of the caster (essentially one-word commands) and follow him unless either slain or turned (see VOL.III, COMBAT ACTIONS, turn undead); the dispel magic spell (q.v.) also nullifies the connexion betwixt the sorcerer and the undead animal. The caster can animate and maintain up to 1 HD of animals per CA level. Even if desiccated flesh remains on their bones, the undead animals have statistics as noted in VOL.IV, BEASTS and MONSTERS: S, skeleton, animal. Animated carrion loses any special abilities possessed in life; e.g., flight, musk, venom. N.B.: For purposes of turning, consider Small undead animals Undead Type 0.</p><p></p><p>Animate Carrion II</p><p>Level: nec 3; Range: 10 feet; Duration: permanent</p><p>As animate carrion, but effecting undead animals of up to Medium size. The caster can animate and maintain up to 2 HD of animals per CA level. N.B.: For purposes of turning, consider Medium undead animals Undead Type 1.</p><p></p><p>Animate Carrion III</p><p>Level: nec 5; Range: 10 feet; Duration: permanent</p><p>As animate carrion, but effecting undead animals of up to Large size. The caster can animate and maintain up to 3 HD of animals per CA level. N.B.: For purposes of turning, consider Large undead animals Undead Type 2.</p><p></p><p>Animate Dead</p><p>Level: mag 5, clr 3, nec 4, wch 5; Range: 10 feet; Duration: permanent</p><p>From the bones or cadavers of dead men or humanoids are the undead animated—skeletons or zombies (Undead Types 1 and 2; see VOL.IV, BEASTS and MONSTERS: S, skeleton; BEASTS and MONSTERS: Z, zombie). The undead will obey without question the commands of the caster, following, attacking, or standing guard as directed. They continue to serve until either slain or turned (see VOL.III, COMBAT ACTIONS, turn undead); the dispel magic spell (q.v.) also nullifies the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can animate and control up to 1 skeleton or zombie per CA level. If suitable remains are at hand, the sorcerer can opt to raise 1 large skeleton per 3 CA levels, or 1 giant skeleton per 6 CA levels (see VOL.IV, BEASTS and MONSTERS: S, skeleton, large and skeleton, giant), though zombies may only be created from the whole corpses of men (or cave-men).</p><p></p><p>Animate Dead II</p><p>Level: nec 6; Range: 10 feet; Duration: permanent</p><p>From the fresh graves of men, ghouls (Undead Type 3; see VOL.IV, BEASTS and MONSTERS: G, ghoul) are raised by means of unspeakable rites and forbidden incantations. The selected graves must be no older than one week and dug properly. The ghouls claw out from the earth to obey without question the commands of the sorcerer, following, attacking, or standing guard as directed. They continue to serve until either slain or turned (see VOL.III, COMBAT ACTIONS, turn undead); the dispel magic spell (q.v.) also nullifies the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can animate and control up to 1 ghoul for every two CA levels. If a 12th-level sorcerer raises 5 ghouls and has them in his keeping whilst raising another, the 6th may emerge as a ghast (Undead Type 6; see VOL.IV, BEASTS and MONSTERS: G, ghast) on a 2-in-6 chance. </p><p></p><p>Danse Macabre</p><p>Level: nec 2; Range: 180 feet; Duration: 1 turn per CA level</p><p>The corpse of a man or humanoid is animated to undeath and thenceforth controlled like a marionette, the necromancer waving his fingers and dictating the movements of the creature. The danse macabre subject is either a skeleton or zombie (see VOL.IV, BEASTS and MONSTERS: S, skeleton; BEASTS and MONSTERS: Z, zombie). It can be directed to move, pick up objects, or even attack, but requires the constant chanting and gesticulating of the caster. Once the caster ceases to direct, or when the spell’s duration elapses in any event, the creature crumples to the ground. Either form can be turned as Undead Type 1 (see VOL.III, COMBAT ACTIONS, turn undead).</p><p></p><p>Skeleton Servant</p><p>Level: nec 1; Range: 240 feet; Duration: 6 turns (1 hour)</p><p>This ritual requires 1 turn to cast, using the complete skeleton of a man or humanoid. The skeleton is animated to an undead creature of limited means. This skeleton servant attends the caster; it can clean, fetch / carry a 10-pound item (or drag a 20-pound item), tie a simple knot, mend a torn cloth or sack, open an unlocked door, or perform other menial tasks throughout the duration of the spell, so long as it remains within 240 feet of the sorcerer. The creature cannot fight. Its relevant statistics are: Undead Type 0; AL CE, MV 30, AC 7, HD ½, #A 0, D —, SV 17, Special: Immune to sleep, charm, and cold magic; edged and piercing weapons inflict ½ damage.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7209015, member: 2209"] [b]Astonishing Swordsmen & Sorcerers of Hyperborea[/b] [URL=http://www.drivethrurpg.com/product/104296/Astonishing-Swordsmen--Sorcerers-of-Hyperborea?affiliate_id=17596]Astonishing Swordsmen & Sorcerers of Hyperborea[/URL] Astonishing Swordsmen & Sorcerers of Hyperborea [b]Ghast:[/b] Slain victims of ghasts later become ghouls, though with a 2-in-6 chance of becoming ghasts. [i]Animate Dead II[/i] spell, 12th caster level. [b]Ghost:[/b] Cursed with undeath. [b]Banshee Benevolent:[/b] ? [b]Banshee Malevolent:[/b] [b]Ghoul:[/b] Slain victims of ghouls later become ghouls. Slain victims of ghasts later become ghouls, though with a 2-in-6 chance of becoming ghasts. [i]Animate Dead II[/i] spell. [b]Ghoul Lacedon:[/b] ? [b]Lich:[/b] A lich is the mummy of a powerful sorcerer, knight, overlord, or king who chose a path to (or was made to suffer) unspeakable atrocities. [b]Mummy:[/b] A mummy is an undead monster born of maleficent necromancy using the prepared corpse of a man. In general the corpse is dehydrated and wrapped in resin-coated linen strips that prevent the introduction of moisture. The rites and incantations then performed by the sorcerer are forbidden and rightly damning to one’s soul; these oft require the use of sacred mystery tomes. Some mummies are born of a pact agreed upon by the would-be mummy (whilst mortal) and a dæmon or other netherworldly agent. [b]Shadow:[/b] Any creature drained to 0 str becomes a shadow in thrall to the one that transformed him, and likewise do they become utterly hateful of all corporeal creatures. [b]Skeleton:[/b] Animated and conjured to service by the baleful sorcery of magicians, clerics, and the like, these are the skeletons of men or humanoids. [i]Animate Dead[/i] spell. [i]Dance Macabre[/i] spell. [b]Skeleton Large:[/b] Large skeletons are the animate bones of albino apes, carnivorous apes, mountain apes, and minotaurs. [i]Animate Dead[/i] spell. [b]Skeleton Giant:[/b] Giant skeletons are the animated forms of fomorians and other giant species. [i]Animate Dead[/i] spell. [b]Skeleton Animal:[/b] These are the risen skeletons of carrion, raised to serve the vile purposes of some wicked necromancer. [b]Skeleton Animal Small:[/b] [i]Animate Carrion[/i] spell. [b]Skeleton Animal Medium:[/b] [i]Animate Carrion II[/i] spell. [b]Skeleton Animal Large:[/b] [i]Animate Carrion III[/i] spell. [b]Spectre:[/b] If a man is drained to 0th level, one day later he becomes a spectre serving the one who drained him. [b]Vampire:[/b] Once per victim per day, a vampire can ensorcel a man with its gaze; must make sorcery save at −2 penalty or acquiesce to vampire’s will. Vampire can then bite victim’s neck to drain blood for 1 point of con per round. Those drained to 1 or 2 con become vampire thralls; those drained to 0 con are slain. Survivors regain lost con at 1 point per day of complete bed rest. [b]Wight:[/b] This dreadful creature is formed when a negative energy spirit inhabits a cadaver. [b]Wraith:[/b] A man slain by a wraith will become a wraith in 24 hours, serving the monster that slew him. [b]Zombie:[/b] These undead humanoids, sometimes referred to as the walking dead, are the soulless corpses of men or humanoids animated by witchcraft, necromancy, or a netherworldly curse; in other cases the affliction of zombiism is akin to disease transmission. A zombie's bite infects victim with the zombiism disease, no saving throw allowed. Infection manifests 1 turn after bite and begins with an intense fever, followed by loss of consciousness 1d6+6 turns later. Within 1d10+2 hours the victim dies; then, 1d6 turns later, he rises as a zombie. Cure disease can disrupt and alleviate this process, if cast before victim’s death. [i]Animate Dead[/i] spell. [i]Dance Macabre[/i] spell. [b]Skeleton Servant:[/b] [i]Skeleton Servant[/i] spell. Animate Carrion Level: nec 1; Range: 10 feet; Duration: permanent Skeletons are animated from the bones or carrion of Small animals: amphibians, birds, mammals, and reptiles of natural sort. The animated animals obey the simple instructions of the caster (essentially one-word commands) and follow him unless either slain or turned (see VOL.III, COMBAT ACTIONS, turn undead); the dispel magic spell (q.v.) also nullifies the connexion betwixt the sorcerer and the undead animal. The caster can animate and maintain up to 1 HD of animals per CA level. Even if desiccated flesh remains on their bones, the undead animals have statistics as noted in VOL.IV, BEASTS and MONSTERS: S, skeleton, animal. Animated carrion loses any special abilities possessed in life; e.g., flight, musk, venom. N.B.: For purposes of turning, consider Small undead animals Undead Type 0. Animate Carrion II Level: nec 3; Range: 10 feet; Duration: permanent As animate carrion, but effecting undead animals of up to Medium size. The caster can animate and maintain up to 2 HD of animals per CA level. N.B.: For purposes of turning, consider Medium undead animals Undead Type 1. Animate Carrion III Level: nec 5; Range: 10 feet; Duration: permanent As animate carrion, but effecting undead animals of up to Large size. The caster can animate and maintain up to 3 HD of animals per CA level. N.B.: For purposes of turning, consider Large undead animals Undead Type 2. Animate Dead Level: mag 5, clr 3, nec 4, wch 5; Range: 10 feet; Duration: permanent From the bones or cadavers of dead men or humanoids are the undead animated—skeletons or zombies (Undead Types 1 and 2; see VOL.IV, BEASTS and MONSTERS: S, skeleton; BEASTS and MONSTERS: Z, zombie). The undead will obey without question the commands of the caster, following, attacking, or standing guard as directed. They continue to serve until either slain or turned (see VOL.III, COMBAT ACTIONS, turn undead); the dispel magic spell (q.v.) also nullifies the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can animate and control up to 1 skeleton or zombie per CA level. If suitable remains are at hand, the sorcerer can opt to raise 1 large skeleton per 3 CA levels, or 1 giant skeleton per 6 CA levels (see VOL.IV, BEASTS and MONSTERS: S, skeleton, large and skeleton, giant), though zombies may only be created from the whole corpses of men (or cave-men). Animate Dead II Level: nec 6; Range: 10 feet; Duration: permanent From the fresh graves of men, ghouls (Undead Type 3; see VOL.IV, BEASTS and MONSTERS: G, ghoul) are raised by means of unspeakable rites and forbidden incantations. The selected graves must be no older than one week and dug properly. The ghouls claw out from the earth to obey without question the commands of the sorcerer, following, attacking, or standing guard as directed. They continue to serve until either slain or turned (see VOL.III, COMBAT ACTIONS, turn undead); the dispel magic spell (q.v.) also nullifies the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can animate and control up to 1 ghoul for every two CA levels. If a 12th-level sorcerer raises 5 ghouls and has them in his keeping whilst raising another, the 6th may emerge as a ghast (Undead Type 6; see VOL.IV, BEASTS and MONSTERS: G, ghast) on a 2-in-6 chance. Danse Macabre Level: nec 2; Range: 180 feet; Duration: 1 turn per CA level The corpse of a man or humanoid is animated to undeath and thenceforth controlled like a marionette, the necromancer waving his fingers and dictating the movements of the creature. The danse macabre subject is either a skeleton or zombie (see VOL.IV, BEASTS and MONSTERS: S, skeleton; BEASTS and MONSTERS: Z, zombie). It can be directed to move, pick up objects, or even attack, but requires the constant chanting and gesticulating of the caster. Once the caster ceases to direct, or when the spell’s duration elapses in any event, the creature crumples to the ground. Either form can be turned as Undead Type 1 (see VOL.III, COMBAT ACTIONS, turn undead). Skeleton Servant Level: nec 1; Range: 240 feet; Duration: 6 turns (1 hour) This ritual requires 1 turn to cast, using the complete skeleton of a man or humanoid. The skeleton is animated to an undead creature of limited means. This skeleton servant attends the caster; it can clean, fetch / carry a 10-pound item (or drag a 20-pound item), tie a simple knot, mend a torn cloth or sack, open an unlocked door, or perform other menial tasks throughout the duration of the spell, so long as it remains within 240 feet of the sorcerer. The creature cannot fight. Its relevant statistics are: Undead Type 0; AL CE, MV 30, AC 7, HD ½, #A 0, D —, SV 17, Special: Immune to sleep, charm, and cold magic; edged and piercing weapons inflict ½ damage. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Undead Origins
Top