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<blockquote data-quote="Voadam" data-source="post: 7210534" data-attributes="member: 2209"><p><strong>The Basic Fantasy Field Guide of Creatures Malevolent and Benign</strong></p><p></p><p><a href="http://www.drivethrurpg.com/product/140457/The-Basic-Fantasy-Field-Guide?affiliate_id=17596" target="_blank">The Basic Fantasy Field Guide of Creatures Malevolent and Benign</a></p><p>Basic Fantasy</p><p><strong>Allip:</strong> An Allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life.</p><p><strong>Banshee:</strong> Banshees are to the fey what ghosts, wraiths, and spectres are to humans.</p><p><strong>Blade Spirit:</strong> Blade Spirits are restless souls of warriors fallen on the battlefield. The body of a blade spirit appears as a rotting or desiccated form or sometimes seems to be assembled from various corpses, always carrying a distinctive melee weapon. The weapon itself is possessed with the undead spirit which animates the form in order to continue its battles.</p><p><strong>Greater Blade Spirit:</strong> ?</p><p><strong>Bone Horror:</strong> Bone Horrors are large, vaguely humanoid creatures constructed from bones and parts from a handful of different creatures, animated to serve its master.</p><p><strong>Greater Bone Horror:</strong> ?</p><p><strong>Cadaver:</strong> The conditions that create Cadavers are uncertain, but it's rumored they arise in areas of dungeons or ruins that have been rich in undead for long periods of time.</p><p><strong>Giant Ghoul Cockroach:</strong> Animated through the use of foul magics, Giant Ghoul Cockroaches are ravenous monsters, seeking to devour all flesh.</p><p><strong>Crypt Dweller:</strong> Crypt Dwellers are undead creatures improperly buried or placed into graves that have been desecrated or defiled.</p><p><strong>Death Dragon:</strong> Death Dragons are the skeletal remains of magically powerful dragons that have chosen to become undead for reasons inscrutable to mortals.</p><p><strong>Draugr:</strong> Draugr are the undead remains of ancient kings, generally found only in their ancient crypts.</p><p><strong>Headless Horseman:</strong> ?</p><p><strong>Heucova:</strong> Heucova are clerics who have been cursed to undeath for their faithlessness.</p><p><strong>Zombie:</strong> Those struck by the</p><p>heucova's claws must save vs poison or contract a terrible wasting disease. Each day the target takes 1d3 points of Constitution damage. Those reduced to 0 Constitution die and rise as a zombie on the following day under the control of the heucova. A Cure Disease spell must be used to prevent death.</p><p><strong>Lich:</strong> A Lich is a former magic-user or cleric (of at least 10th level with all spells and powers intact) who used dark magic to prolong their life into a state of undeath.</p><p><strong>Mohrg:</strong> Mohrgs are the animated corpses of mass murderers or similar heinous villains.</p><p><strong>Necrotic Ooze:</strong> The GM should keep track of who is struck by a necrotic ooze; after a fight is over, each stricken victim must save versus poison. If failed the victim will suffer a rotting disease that deals 1d4 points of damage per day unless cured by Cure Disease or better (normal healing has no effect). If slain by the rotting disease, the victim will turn into a necrotic ooze.</p><p><strong>Odeum:</strong> They are formed from the souls of the murderously insane and will force others to perform similarly heinous acts.</p><p><strong>Plague Hound:</strong> Plague Hounds are undead canines infected with an infliction similar to ghouls or ghasts.</p><p>The plague hound's bite also carries the ghoul fever affliction, but is even more virulent. Each bite has a 10% cumulative chance of infecting the victim with ghoul fever. (Roll once per bitten character, after the encounter is over, at 10% per each bite; for example, a character bitten three times has a 30% likelihood of begin infected). If so afflicted, the victim must save versus Death Ray (at a penalty of -4) or die within a day, only to rise at the next sunset as a ghoul. Any dog or wolf will return as a plague hound.</p><p><strong>Ghoul:</strong> The plague hound's bite also carries the ghoul fever affliction, but is even more virulent. Each bite has a 10% cumulative chance of infecting the victim with ghoul fever. (Roll once per bitten character, after the encounter is over, at 10% per each bite; for example, a character bitten three times has a 30% likelihood of begin infected). If so afflicted, the victim must save versus Death Ray (at a penalty of -4) or die within a day, only to rise at the next sunset as a ghoul.</p><p><strong>Rot Vulture:</strong> ?</p><p><strong>Skeleton Leaded:</strong> Leaded Skeletons are an altered form of a standard Skeleton with a coat of lead over their bones, making them slower but much tougher.</p><p><strong>Skelton Crimson Bones:</strong> Crimson Bones are a special type of undead created through a combination of alchemy and necromancy.</p><p><strong>Haunted Bones:</strong> Haunted Bones are the undead skeletal remains of fallen warriors possessed by malicious spirits.</p><p><strong>Skeleton Pitch:</strong> ?</p><p><strong>Vampire Spawn:</strong> Vampire Spawn are undead creatures that are created when Vampires slay mortals.</p><p><strong>Zombie Flesh Eater:</strong> Those who are bitten by a flesh eater zombie and survive have a 5% chance per point of damage of contracting a fatal disease, causing death in 2d4 turns. Those who die from this disease rise in 2d4 rounds as flesh eaters. Cure Disease will prevent death, or if cast on the corpse after death will prevent the corpse from rising.</p><p><strong>Zombie Leper:</strong> Humanoids bitten by leper zombies may be infected with zombie leprosy. Each time a humanoid is bitten or clawed, there is a 10% (cumulative per bite and blow) chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies in 3 days. An afflicted humanoid who dies of zombie leprosy rises as a leper zombie at the next midnight.</p><p>Equipment, arms and armor of one slain by a leper zombie (or used to destroy a leper zombie) carries a 5% chance of transmitting the disease each day. The infection can be removed from gear by washing in holy water, heating with fire or casting Bless on each item.</p><p><strong>Zombraire:</strong> ?</p><p><strong>Skeletaire:</strong> A Skeletaire is the final form of a zombraire which has rotted away completely.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7210534, member: 2209"] [b]The Basic Fantasy Field Guide of Creatures Malevolent and Benign[/b] [URL=http://www.drivethrurpg.com/product/140457/The-Basic-Fantasy-Field-Guide?affiliate_id=17596]The Basic Fantasy Field Guide of Creatures Malevolent and Benign[/URL] Basic Fantasy [b]Allip:[/b] An Allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. [b]Banshee:[/b] Banshees are to the fey what ghosts, wraiths, and spectres are to humans. [b]Blade Spirit:[/b] Blade Spirits are restless souls of warriors fallen on the battlefield. The body of a blade spirit appears as a rotting or desiccated form or sometimes seems to be assembled from various corpses, always carrying a distinctive melee weapon. The weapon itself is possessed with the undead spirit which animates the form in order to continue its battles. [b]Greater Blade Spirit:[/b] ? [b]Bone Horror:[/b] Bone Horrors are large, vaguely humanoid creatures constructed from bones and parts from a handful of different creatures, animated to serve its master. [b]Greater Bone Horror:[/b] ? [b]Cadaver:[/b] The conditions that create Cadavers are uncertain, but it's rumored they arise in areas of dungeons or ruins that have been rich in undead for long periods of time. [b]Giant Ghoul Cockroach:[/b] Animated through the use of foul magics, Giant Ghoul Cockroaches are ravenous monsters, seeking to devour all flesh. [b]Crypt Dweller:[/b] Crypt Dwellers are undead creatures improperly buried or placed into graves that have been desecrated or defiled. [b]Death Dragon:[/b] Death Dragons are the skeletal remains of magically powerful dragons that have chosen to become undead for reasons inscrutable to mortals. [b]Draugr:[/b] Draugr are the undead remains of ancient kings, generally found only in their ancient crypts. [b]Headless Horseman:[/b] ? [b]Heucova:[/b] Heucova are clerics who have been cursed to undeath for their faithlessness. [b]Zombie:[/b] Those struck by the heucova's claws must save vs poison or contract a terrible wasting disease. Each day the target takes 1d3 points of Constitution damage. Those reduced to 0 Constitution die and rise as a zombie on the following day under the control of the heucova. A Cure Disease spell must be used to prevent death. [b]Lich:[/b] A Lich is a former magic-user or cleric (of at least 10th level with all spells and powers intact) who used dark magic to prolong their life into a state of undeath. [b]Mohrg:[/b] Mohrgs are the animated corpses of mass murderers or similar heinous villains. [b]Necrotic Ooze:[/b] The GM should keep track of who is struck by a necrotic ooze; after a fight is over, each stricken victim must save versus poison. If failed the victim will suffer a rotting disease that deals 1d4 points of damage per day unless cured by Cure Disease or better (normal healing has no effect). If slain by the rotting disease, the victim will turn into a necrotic ooze. [b]Odeum:[/b] They are formed from the souls of the murderously insane and will force others to perform similarly heinous acts. [b]Plague Hound:[/b] Plague Hounds are undead canines infected with an infliction similar to ghouls or ghasts. The plague hound's bite also carries the ghoul fever affliction, but is even more virulent. Each bite has a 10% cumulative chance of infecting the victim with ghoul fever. (Roll once per bitten character, after the encounter is over, at 10% per each bite; for example, a character bitten three times has a 30% likelihood of begin infected). If so afflicted, the victim must save versus Death Ray (at a penalty of -4) or die within a day, only to rise at the next sunset as a ghoul. Any dog or wolf will return as a plague hound. [b]Ghoul:[/b] The plague hound's bite also carries the ghoul fever affliction, but is even more virulent. Each bite has a 10% cumulative chance of infecting the victim with ghoul fever. (Roll once per bitten character, after the encounter is over, at 10% per each bite; for example, a character bitten three times has a 30% likelihood of begin infected). If so afflicted, the victim must save versus Death Ray (at a penalty of -4) or die within a day, only to rise at the next sunset as a ghoul. [b]Rot Vulture:[/b] ? [b]Skeleton Leaded:[/b] Leaded Skeletons are an altered form of a standard Skeleton with a coat of lead over their bones, making them slower but much tougher. [b]Skelton Crimson Bones:[/b] Crimson Bones are a special type of undead created through a combination of alchemy and necromancy. [b]Haunted Bones:[/b] Haunted Bones are the undead skeletal remains of fallen warriors possessed by malicious spirits. [b]Skeleton Pitch:[/b] ? [b]Vampire Spawn:[/b] Vampire Spawn are undead creatures that are created when Vampires slay mortals. [b]Zombie Flesh Eater:[/b] Those who are bitten by a flesh eater zombie and survive have a 5% chance per point of damage of contracting a fatal disease, causing death in 2d4 turns. Those who die from this disease rise in 2d4 rounds as flesh eaters. Cure Disease will prevent death, or if cast on the corpse after death will prevent the corpse from rising. [b]Zombie Leper:[/b] Humanoids bitten by leper zombies may be infected with zombie leprosy. Each time a humanoid is bitten or clawed, there is a 10% (cumulative per bite and blow) chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies in 3 days. An afflicted humanoid who dies of zombie leprosy rises as a leper zombie at the next midnight. Equipment, arms and armor of one slain by a leper zombie (or used to destroy a leper zombie) carries a 5% chance of transmitting the disease each day. The infection can be removed from gear by washing in holy water, heating with fire or casting Bless on each item. [b]Zombraire:[/b] ? [b]Skeletaire:[/b] A Skeletaire is the final form of a zombraire which has rotted away completely. [/QUOTE]
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