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<blockquote data-quote="Voadam" data-source="post: 7447129" data-attributes="member: 2209"><p><strong>Demon Cults & Secret Societies</strong></p><p></p><p><a href="http://www.drivethrurpg.com/product/204195/Demon-Cults--Secret-Societies-for-PFRPG?affiliate_id=17596" target="_blank">Demon Cults & Secret Societies</a></p><p>Pathfinder 1e</p><p><strong>Arikiine, Derro Vampire Alchemist 10:</strong> ?</p><p><strong>Jasna Veldrik, Elf Darakhul Cleric 13:</strong> ?</p><p><strong>Kazimir Ernis, Gnome Darakhul Necrophagus 14:</strong> ?</p><p><strong>Performance Eater, Human Darakhul Barde 2/Expert 3:</strong> ?</p><p><strong>Darakhul:</strong> Die from Darakhul fever and fort save 31+.</p><p><strong>Ghoul:</strong> Die from Darakhul fever and fort save 10-16.</p><p><strong>Ghast:</strong> Die from Darakhul fever and fort save 17-20.</p><p><strong>Dread Ghoul:</strong> Die from Darakhul fever and fort save 21-26.</p><p><strong>Dread Ghast:</strong> Die from Darakhul fever and fort save 27-30.</p><p><strong>Greater Festrog:</strong> Like their smaller brethren, greater festrogs are created when a creature is killed by massive amounts of negative energy. In the case of greater festrogs, those killed are typically giants</p><p><strong>Serrin, Advanced Greater Shadow Antipaldin 6:</strong> Nikolai kept tabs on her exploits after they parted ways and was dismayed to discover that a powerful shadow creature had slain her. Unbeknownst to him, however, she had returned to unlife and started a minor reign of terror, draining travelers on the road.</p><p><strong>Contaminant Shade:</strong> Contaminant Shade Curse.</p><p><strong>Cosmina Holrosu, Vampire Mesmerist 13:</strong> A manifestation of Marena appeared before Cosmina and caressed her face. Overwhelmed, Cosmina swore devotion to the goddess for eternity, and Marena's hand left its mark upon her skin as a reminder of the oath. Cosmina's new existence as a vampire affirms her promise.</p><p><strong>Darakhul Mercenary, Darkahul Fighter 6:</strong> ?</p><p><strong>Drekkan, Human Vampire Witch 8:</strong> ?</p><p><strong>Revenant:</strong> The creature is a former crime boss in the city who recently vanished and was assume murdered by a rival. The undead is a revenant, recently slain in one of the Sanguine Path’s blood rites, and seeks venegance on the cult leader that sacrificed it.</p><p><strong>Mummy Venomous:</strong> These variant mummies are crafted by Selket’s faithful to guard their holy sites and tombs.</p><p><strong>Spellscourged Couatl:</strong> This creature is the result of a couatl that attempted to aid victims of the Servants of the White Ape only to be attacked and repelled by the cult’s white ape warriors. Injured, it returned to its lair but fell victim to the spellscourge that infected it during the battle. The disease struck the couatl down, bringing it back in this tormented, undead form.</p><p><strong>Spellscourged:</strong> The spellscourge is a terrible disease and greatly feared by those who use magic. They would fear it all the more if they knew that, in rare instances, a spellcaster that dies of the spellscourge comes back as an undead creature, its mind twisted and broken from the disease.</p><p>“Spellscourged” is an acquired template that can be added to any living, corporeal creature with the ability to cast spells or spell-like abilities.</p><p></p><p>Disease (Su) Darakhul fever: Bite—injury; save Fortitude DC 17; onset 1 day; effect 1d6 Con and 1d3 Dex damage; cure 2 consecutive saves.</p><p>A creature that dies while infected with darakhul fever must attempt a Fortitude save (see Darakhul Fever sidebar). If the result is high enough, it rises as a darakhul rather than as a standard ghoul within an hour. A darakhul is a free-willed undead. A creature that rises as a standard ghoul or ghast is controlled by the darakhul whose fever infected it.</p><p>Darakhul fever</p><p>When consulting this table, the infected creature must attempt a Fortitude saving throw to determine how accustomed the creature becomes to its new incarnation.</p><p>Creatures that do not make at least a DC 10 do not become ghouls. The disease kills them instead. This provides the ultimate penalty for trying and failing to enter the ghoul’s kingdom as one of them, and it makes it possible for evil creatures to deliberately infect themselves, and optimize their chances with bear’s endurance, a belt of mighty constitution, and the like.</p><p>Fortitude Save Result New Incarnation</p><p>10–16 Ghoul</p><p>17–20 Ghast</p><p>21–26 Dread Ghoul</p><p>27–30 Dread Ghast</p><p>31+ Darakhul</p><p></p><p>Contaminant Shade Curse (Su) Creatures that take strength damage from contaminant shade’s lingering damage ability or who are reduced to 0 Str by the shade's touch attack must succeed at a DC 17 Will save or contract the contaminant shade curse. An afflicted creature shows no symptoms at first. However, when the creature is exposed to magical darkness, it transforms into a contaminant shade. This transformation persists for one hour after leaving the area of magical darkness, but it ends immediately upon exposure to a 3rd-level or higher spell with the light descriptor. If a creature remains transformed for four hours or longer, it must attempt another DC 17 Will save or become a contaminant shade permanently. The save DCs are Charisma‑based.</p><p>A remove disease or heal spell cast by a cleric with the Sun domain (or any of its subdomains) cures this curse. Alternatively, reducing an afflicted creature to 0 hp with a damaging spell with the light descriptor allows the creature to attempt a new Will save to shake off the curse. However, if a creature has transformed permanently, only a resurrection can restore it to its original form.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7447129, member: 2209"] [B]Demon Cults & Secret Societies[/B] [URL='http://www.drivethrurpg.com/product/204195/Demon-Cults--Secret-Societies-for-PFRPG?affiliate_id=17596']Demon Cults & Secret Societies[/URL] Pathfinder 1e [B]Arikiine, Derro Vampire Alchemist 10:[/B] ? [B]Jasna Veldrik, Elf Darakhul Cleric 13:[/B] ? [B]Kazimir Ernis, Gnome Darakhul Necrophagus 14:[/B] ? [B]Performance Eater, Human Darakhul Barde 2/Expert 3:[/B] ? [B]Darakhul:[/B] Die from Darakhul fever and fort save 31+. [B]Ghoul:[/B] Die from Darakhul fever and fort save 10-16. [B]Ghast:[/B] Die from Darakhul fever and fort save 17-20. [B]Dread Ghoul:[/B] Die from Darakhul fever and fort save 21-26. [B]Dread Ghast:[/B] Die from Darakhul fever and fort save 27-30. [B]Greater Festrog:[/B] Like their smaller brethren, greater festrogs are created when a creature is killed by massive amounts of negative energy. In the case of greater festrogs, those killed are typically giants [B]Serrin, Advanced Greater Shadow Antipaldin 6:[/B] Nikolai kept tabs on her exploits after they parted ways and was dismayed to discover that a powerful shadow creature had slain her. Unbeknownst to him, however, she had returned to unlife and started a minor reign of terror, draining travelers on the road. [B]Contaminant Shade:[/B] Contaminant Shade Curse. [B]Cosmina Holrosu, Vampire Mesmerist 13:[/B] A manifestation of Marena appeared before Cosmina and caressed her face. Overwhelmed, Cosmina swore devotion to the goddess for eternity, and Marena's hand left its mark upon her skin as a reminder of the oath. Cosmina's new existence as a vampire affirms her promise. [B]Darakhul Mercenary, Darkahul Fighter 6:[/B] ? [B]Drekkan, Human Vampire Witch 8:[/B] ? [B]Revenant:[/B] The creature is a former crime boss in the city who recently vanished and was assume murdered by a rival. The undead is a revenant, recently slain in one of the Sanguine Path’s blood rites, and seeks venegance on the cult leader that sacrificed it. [B]Mummy Venomous:[/B] These variant mummies are crafted by Selket’s faithful to guard their holy sites and tombs. [B]Spellscourged Couatl:[/B] This creature is the result of a couatl that attempted to aid victims of the Servants of the White Ape only to be attacked and repelled by the cult’s white ape warriors. Injured, it returned to its lair but fell victim to the spellscourge that infected it during the battle. The disease struck the couatl down, bringing it back in this tormented, undead form. [B]Spellscourged:[/B] The spellscourge is a terrible disease and greatly feared by those who use magic. They would fear it all the more if they knew that, in rare instances, a spellcaster that dies of the spellscourge comes back as an undead creature, its mind twisted and broken from the disease. “Spellscourged” is an acquired template that can be added to any living, corporeal creature with the ability to cast spells or spell-like abilities. Disease (Su) Darakhul fever: Bite—injury; save Fortitude DC 17; onset 1 day; effect 1d6 Con and 1d3 Dex damage; cure 2 consecutive saves. A creature that dies while infected with darakhul fever must attempt a Fortitude save (see Darakhul Fever sidebar). If the result is high enough, it rises as a darakhul rather than as a standard ghoul within an hour. A darakhul is a free-willed undead. A creature that rises as a standard ghoul or ghast is controlled by the darakhul whose fever infected it. Darakhul fever When consulting this table, the infected creature must attempt a Fortitude saving throw to determine how accustomed the creature becomes to its new incarnation. Creatures that do not make at least a DC 10 do not become ghouls. The disease kills them instead. This provides the ultimate penalty for trying and failing to enter the ghoul’s kingdom as one of them, and it makes it possible for evil creatures to deliberately infect themselves, and optimize their chances with bear’s endurance, a belt of mighty constitution, and the like. Fortitude Save Result New Incarnation 10–16 Ghoul 17–20 Ghast 21–26 Dread Ghoul 27–30 Dread Ghast 31+ Darakhul Contaminant Shade Curse (Su) Creatures that take strength damage from contaminant shade’s lingering damage ability or who are reduced to 0 Str by the shade's touch attack must succeed at a DC 17 Will save or contract the contaminant shade curse. An afflicted creature shows no symptoms at first. However, when the creature is exposed to magical darkness, it transforms into a contaminant shade. This transformation persists for one hour after leaving the area of magical darkness, but it ends immediately upon exposure to a 3rd-level or higher spell with the light descriptor. If a creature remains transformed for four hours or longer, it must attempt another DC 17 Will save or become a contaminant shade permanently. The save DCs are Charisma‑based. A remove disease or heal spell cast by a cleric with the Sun domain (or any of its subdomains) cures this curse. Alternatively, reducing an afflicted creature to 0 hp with a damaging spell with the light descriptor allows the creature to attempt a new Will save to shake off the curse. However, if a creature has transformed permanently, only a resurrection can restore it to its original form. [/QUOTE]
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