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<blockquote data-quote="Voadam" data-source="post: 7411117" data-attributes="member: 2209"><p><strong>Swords and Wizardry Monster Book</strong></p><p></p><p><a href="http://swordsandwizardry.com" target="_blank">Swords and Wizardry Monster Book</a></p><p>Swords & Wizardry</p><p><strong>Allip:</strong> The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days.</p><p><strong>Banshee:</strong> ?</p><p><strong>Skeletal Remains:</strong> In addition to the adhesive film it exudes, the piece of pure chaos at the bone mound’s core gives it an innate ability to animate, partially, the bones that stick to it. The effects of this spell-like ability extend up to 2ft away from the creature’s body. The bone mound can animate 1d6 of the bony remains that have adhered to it each round. Each of these animated body parts may attack once, inflicting 1d4 damage. A cleric may turn these newly living bits of skeletal remains as if they were Type 1 undead. The bone mound may shift its animate dead power from one set of bones to another at any time.</p><p><strong>Cat Feral Undead:</strong> Feral undead cats look like they were created by zombie-raising magic, but they are actually things quite unlike normal animated undead such as skeletons or zombies.</p><p><strong>Ethereal Shade:</strong> ?</p><p><strong>Exoskeleton Giant Ant:</strong> Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic.</p><p><strong>Exoskeleton Giant Beetle:</strong> Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic.</p><p><strong>Exoskeleton Giant Crab:</strong> Giant crab exoskeletons are animated by specific necromantic spells, cast upon the very largest giant crab exoskeletons (10ft in diameter).</p><p><strong>Exploding Bones:</strong> ?</p><p><strong>Eyeless Filcher:</strong> An eyeless filcher is the undead body of a criminal maimed or tortured to death in brutal punishment for its crimes; usually these criminals were guilty of particularly heinous crimes during life. These creatures are animated by an extremely powerful undead force, which causes fear and horror in any onlooker: at the sight of an eyeless filcher, anyone failing a saving throw will either f lee in terror for 1d12 rounds or be paralyzed until the undead is out of sight (equal chance).</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghoul Ao-Nyobo, Blue Wife:</strong> ?</p><p><strong>Glitterskull:</strong> ?</p><p><strong>Gravebird:</strong> Gravebirds are highly intelligent undead birds (usually ravens or crows) that have been brought back to life through foul magic.</p><p><strong>Head-Stealer:</strong> A head-stealer is the headless, undead body of someone who has been decapitated, usually by execution or dungeon trap. The body is animated with a vengeful spirit, and seeks to re-enter society by removing someone else’s head and placing it atop its own neck.</p><p><strong>Jackal of Darkness:</strong> ?</p><p><strong>Lich:</strong> Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). </p><p><strong>Nykoul:</strong> Nykoul are undead hill giant shamans, driven to continue plaguing the world by dark powers from beyond this world.</p><p><strong>Rusalka:</strong> Rusalka are undead maiden-witches that haunt the cold rivers and lakes in which they drowned.</p><p>Females slain by a rusalka will themselves rise as rusalkas the next night, and will serve the rusalka who slew them until that rusalka is herself destroyed.</p><p><strong>Shadow:</strong> Their chill touch drains one point of strength with a successful hit, and if a victim is brought to a Strength of 0, he becomes a shadow. </p><p><strong>Silent Knight:</strong> ?</p><p><strong>Skeletal Fury:</strong> The skeletal fury is an undead creature created from the skeleton of a horse, with claws or talons grown from the hooves, horns or antlers grown from the skull, the bones of large bat-like wings grown from the shoulders, and a red glow burning in the eye sockets.</p><p><strong>Skeleton:</strong> Skeletons are animated bones of the dead, usually under the control of some evil master.</p><p><strong>Fossil Skeleton:</strong> Fossilized skeletons are normally found only in underground caverns or complexes that have been left undisturbed for millennia, although they might also be found in inter-dimensional pockets, or in areas where the fossilization has been deliberately induced. In some limestone caverns where the mineralized water is in constant contact with the bones, skeletons might also fossilize relatively quickly – over the course of a hundred years rather than a thousand. Older fossilized skeletons may show pre-human features; fossilized Neanderthal skeletons are not uncommon.</p><p><strong>Spectral Scavenger:</strong> ?</p><p><strong>Spectre:</strong> Any being killed (or drained below level 0) by a specter becomes a specter himself, a pitiful thrall to its creator.</p><p><strong>Spectre Parasitic:</strong> ?</p><p><strong>Sumatran Rat-Ghoul:</strong> ?</p><p><strong>Tree Ghost:</strong> Tree ghosts are the undead form of a Dryad who was killed by a wraith, vampire, or other such undead creature.</p><p><strong>Vampire:</strong> ?</p><p><strong>Vierd:</strong> ?</p><p><strong>Wight:</strong> Any human killed or completely drained of levels by a wight becomes a wight.</p><p>If a creature possessed by a parasitic spectre is slain, the corpse will instantly transform into an undead creature, having abilities identical to those of a wight. If such a “wight” is destroyed, the spectre is expelled, taking 2d8 hit points of damage in the process. Non-magical weapons cannot harm a parasitic spectre. Note that parasitic spectres can possess corpses as well as living beings, and transform them immediately into wight-form, but they cannot possess corpses that have been dead more than a few minutes.</p><p><strong>Zombie:</strong> The standard zombie is simply a corpse animated to do its creator’s bidding.</p><p>If the eyeless filcher manages to kill an officer of the law, whether guard or magistrate or scribe of the court, the unfortunate victim rises from the dead the next day as a double-strength zombie under its control.</p><p><strong>Zombie Contagious:</strong> If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience.</p><p><strong>Zombie Brain-Eating:</strong> ?</p><p><strong>Zombie Leper:</strong> Any who battle them must save vs disease at the end of the fight or contract Zombie Leprosy (die in 3 days and return as a Leper Zombie).</p><p>Anyone slain by a Leper Zombie reanimates as a leper zombie in 1d6 rounds. </p><p>Carrying equipment, arms or armor of one slain by a leper zombie or used to destroy a leper zombie carries a risk to the bearer, they must save vs disease at +4 each day or contract Zombie Leprosy. Holy water, remove curse and other methods of cleansing may render the gear safe again.</p><p><strong>Zombie Pyre:</strong> ?</p><p><strong>Zombie Raven:</strong> Zombie Ravens are the rotting, undead bodies of ravens.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7411117, member: 2209"] [b]Swords and Wizardry Monster Book[/b] [URL=swordsandwizardry.com]Swords and Wizardry Monster Book[/URL] Swords & Wizardry [b]Allip:[/b] The allip’s touch does not deal damage, but causes the victim to lose 1d4 points of wisdom. If a victim’s wisdom falls to 0, it dies and will become an allip within 2d6 days. [b]Banshee:[/b] ? [b]Skeletal Remains:[/b] In addition to the adhesive film it exudes, the piece of pure chaos at the bone mound’s core gives it an innate ability to animate, partially, the bones that stick to it. The effects of this spell-like ability extend up to 2ft away from the creature’s body. The bone mound can animate 1d6 of the bony remains that have adhered to it each round. Each of these animated body parts may attack once, inflicting 1d4 damage. A cleric may turn these newly living bits of skeletal remains as if they were Type 1 undead. The bone mound may shift its animate dead power from one set of bones to another at any time. [b]Cat Feral Undead:[/b] Feral undead cats look like they were created by zombie-raising magic, but they are actually things quite unlike normal animated undead such as skeletons or zombies. [b]Ethereal Shade:[/b] ? [b]Exoskeleton Giant Ant:[/b] Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic. [b]Exoskeleton Giant Beetle:[/b] Giant ant exoskeletons can be animated into undead creatures by unusual and rare necromantic magic. [b]Exoskeleton Giant Crab:[/b] Giant crab exoskeletons are animated by specific necromantic spells, cast upon the very largest giant crab exoskeletons (10ft in diameter). [b]Exploding Bones:[/b] ? [b]Eyeless Filcher:[/b] An eyeless filcher is the undead body of a criminal maimed or tortured to death in brutal punishment for its crimes; usually these criminals were guilty of particularly heinous crimes during life. These creatures are animated by an extremely powerful undead force, which causes fear and horror in any onlooker: at the sight of an eyeless filcher, anyone failing a saving throw will either f lee in terror for 1d12 rounds or be paralyzed until the undead is out of sight (equal chance). [b]Ghast:[/b] ? [b]Ghoul:[/b] ? [b]Ghoul Ao-Nyobo, Blue Wife:[/b] ? [b]Glitterskull:[/b] ? [b]Gravebird:[/b] Gravebirds are highly intelligent undead birds (usually ravens or crows) that have been brought back to life through foul magic. [b]Head-Stealer:[/b] A head-stealer is the headless, undead body of someone who has been decapitated, usually by execution or dungeon trap. The body is animated with a vengeful spirit, and seeks to re-enter society by removing someone else’s head and placing it atop its own neck. [b]Jackal of Darkness:[/b] ? [b]Lich:[/b] Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). [b]Nykoul:[/b] Nykoul are undead hill giant shamans, driven to continue plaguing the world by dark powers from beyond this world. [b]Rusalka:[/b] Rusalka are undead maiden-witches that haunt the cold rivers and lakes in which they drowned. Females slain by a rusalka will themselves rise as rusalkas the next night, and will serve the rusalka who slew them until that rusalka is herself destroyed. [b]Shadow:[/b] Their chill touch drains one point of strength with a successful hit, and if a victim is brought to a Strength of 0, he becomes a shadow. [b]Silent Knight:[/b] ? [b]Skeletal Fury:[/b] The skeletal fury is an undead creature created from the skeleton of a horse, with claws or talons grown from the hooves, horns or antlers grown from the skull, the bones of large bat-like wings grown from the shoulders, and a red glow burning in the eye sockets. [b]Skeleton:[/b] Skeletons are animated bones of the dead, usually under the control of some evil master. [b]Fossil Skeleton:[/b] Fossilized skeletons are normally found only in underground caverns or complexes that have been left undisturbed for millennia, although they might also be found in inter-dimensional pockets, or in areas where the fossilization has been deliberately induced. In some limestone caverns where the mineralized water is in constant contact with the bones, skeletons might also fossilize relatively quickly – over the course of a hundred years rather than a thousand. Older fossilized skeletons may show pre-human features; fossilized Neanderthal skeletons are not uncommon. [b]Spectral Scavenger:[/b] ? [b]Spectre:[/b] Any being killed (or drained below level 0) by a specter becomes a specter himself, a pitiful thrall to its creator. [b]Spectre Parasitic:[/b] ? [b]Sumatran Rat-Ghoul:[/b] ? [b]Tree Ghost:[/b] Tree ghosts are the undead form of a Dryad who was killed by a wraith, vampire, or other such undead creature. [b]Vampire:[/b] ? [b]Vierd:[/b] ? [b]Wight:[/b] Any human killed or completely drained of levels by a wight becomes a wight. If a creature possessed by a parasitic spectre is slain, the corpse will instantly transform into an undead creature, having abilities identical to those of a wight. If such a “wight” is destroyed, the spectre is expelled, taking 2d8 hit points of damage in the process. Non-magical weapons cannot harm a parasitic spectre. Note that parasitic spectres can possess corpses as well as living beings, and transform them immediately into wight-form, but they cannot possess corpses that have been dead more than a few minutes. [b]Zombie:[/b] The standard zombie is simply a corpse animated to do its creator’s bidding. If the eyeless filcher manages to kill an officer of the law, whether guard or magistrate or scribe of the court, the unfortunate victim rises from the dead the next day as a double-strength zombie under its control. [b]Zombie Contagious:[/b] If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease, they should be worth considerably more experience. [b]Zombie Brain-Eating:[/b] ? [b]Zombie Leper:[/b] Any who battle them must save vs disease at the end of the fight or contract Zombie Leprosy (die in 3 days and return as a Leper Zombie). Anyone slain by a Leper Zombie reanimates as a leper zombie in 1d6 rounds. Carrying equipment, arms or armor of one slain by a leper zombie or used to destroy a leper zombie carries a risk to the bearer, they must save vs disease at +4 each day or contract Zombie Leprosy. Holy water, remove curse and other methods of cleansing may render the gear safe again. [b]Zombie Pyre:[/b] ? [b]Zombie Raven:[/b] Zombie Ravens are the rotting, undead bodies of ravens. [/QUOTE]
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