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<blockquote data-quote="Voadam" data-source="post: 7451578" data-attributes="member: 2209"><p><strong>Monster Manual 3</strong></p><p></p><p><a href="http://www.drivethrurpg.com/product/121294/Monster-Manual-3-4e?affiliate_id=17596" target="_blank">Monster Manual 3</a></p><p>4e</p><p><strong>Arcanian:</strong> TO GAIN THEIR ARCANE POWERS, warlocks traffic with otherworldly entities, and sorcerers draw on the power of ancient bloodlines. Wizards, in contrast, must endure years of apprenticeship and toil, because their arcane knowledge is the reward of diligence. Yet not every inexperienced wizard is willing to wait.</p><p>Experiments that require arcane energy beyond a spellcaster’s ability typically end with an impotent sputter. At rare times, a spell surges with wild energy and obliterates its caster, leaving a messy warning to other wizards.</p><p>Once in a great while, though, something truly horrid comes to pass. In a vain attempt to master power beyond his or her control, a wizard absorbs too much raw energy, which warps the caster’s personality and memory and kills his or her body. A spark of life remains, though, and the spell, or at least its essence, animates the caster’s corpse and gives it new purpose as an arcanian.</p><p>When raw arcane energy kills a</p><p>wizard, the power sometimes animates the corpse and gives birth to an arcanian. Empowered with a will and a vessel, an arcanian is driven along a path etched by the dying impulses of the wizard. Red arcanians entertain impassioned fiery desires, blue arcanians try to preserve life in frozen perfection, and green arcanians despise physical beauty. Other arcanians might also exist, the warped products of failed spells using lightning, thunder, or necrotic energy.</p><p><strong>Arcanian Green Arcanian:</strong> ?</p><p><strong>Arcanian Blue Arcanian:</strong> ?</p><p><strong>Arcanian Red Arcanian:</strong> ?</p><p><strong>Beholder Ghost Beholder:</strong> Death need not be an end to avarice and ambition. As living creatures, beholders must eventually fall from the air to rot on the hated earth. Yet some have the willpower and anger to float again, returning as ghost beholders.</p><p><strong>Dread Warrior:</strong> UNHOLY RITUALS THAT CALL FORTH UNDEAD HULKS usually raise shambling, mindless creatures. Dread warriors, on the other hand, rise to unlife possessed of enough martial skill to serve as formidable guardians. Each dread warrior is created with an unbreakable connection to its master that makes it utterly loyal.</p><p>Legend holds that the priests of Bane were the first to craft these warriors, creating them from the corpses of potent enemies.</p><p><strong>Dread Warrior Dread Protector:</strong> Stories tell of powerful necromancers creating a dozen dread protectors to scatter about their bedrooms and workstations.</p><p><strong>Dread Warrior Dread Marauder:</strong> ?</p><p><strong>Dread Warrior Dread Archer:</strong> A necromancer creates dread archers to shoot anyone who attempts to approach the spellcaster or his or her fortification.</p><p><strong>Dread Warrior Dread Guardian:</strong> ?</p><p><strong>Ghoul:</strong> As the progeny of cannibalism and other less than savory practices, ghouls are creatures of pure evil.</p><p><strong>Ghoul Flesh Seeker:</strong> The sage had warned of these creatures—mortal followers of Orcus that had undergone a horrific, cannibalistic initiation into the demon lord’s cult.</p><p><strong>Ghoul Adept of Orcus:</strong> In the dark shrine, they spoke in whispers of the fallen priest who had died with a prayer to Orcus on his lips. He might have remained dead, his soul to become a plaything of Orcus, except that he had killed and consumed a priest of Bahamut when he was alive. After his death, he underwent a horrid and unholy transformation.</p><p><strong>Ghoul Ghast:</strong> The rogue thought herself clever when she opened the leaden doors to the lost tomb, saw a dozen slavering ghouls in the antechamber, and quickly sealed the sepulcher. Ten years later—long enough for the ghouls to starve to death, according to her research—she returned to the place. True, the ghouls had met their end. However, their transformation into ghasts was something she hadn’t accounted for.</p><p>When ghouls go too long without humanoid f lesh, they rot away from the inside out. The insatiable hunger that accompanies this transformation grants ghasts a desperate strength and ferocity.</p><p><strong>Gnoll Hyena Spirit:</strong> A hyena spirit is the undead vestige of a prized gnoll war beast. Bound to a tribe by dark magic, it continues to fight on after death.</p><p><strong>Rot Grub Zombie:</strong> Long after a victim has died from a rot grub infestation, the creatures continue to eat away at the rotting flesh. From time to time, the corpse reanimates into a dark parody of life, creating a zombie that acts as a carrier for a swarm of rot grubs.</p><p><strong>Slaad Putrid Slaad:</strong> Necromancers sometimes transform living slaads into undead slaads called putrid slaads. They preserve the slaads’ essential chaotic nature, making these creatures deadly but difficult to control. The slaad retains its hunger for wanton destruction, consuming life around it, which is then putrefied and later regurgitated upon foes.</p><p>Mages and necromancers create most putrid slaads, but some come into being on their own. Slaads destroyed in the Abyss can rise spontaneously. Such putrid slaads are often forced to submit to the wills of demon lords.</p><p>Elemental creatures are not immune to necromantic magic. Unlike other natives to the Elemental Chaos, slaads are formed from chaos, so when life flees one’s corpse, decay consumes the remains in a matter of hours. Thus, to create a putrid slaad, a necromancer must capture a slaad and infuse it with shadow magic while it’s still alive. The process is lethal, but the undead creature retains its shape and is as resilient as any other kind of slaad.</p><p><strong>Spawn of Kyuss:</strong> LIKE A CANCER IN THE EARTH, spawn of Kyuss rise from the depths to spread suffering and anguish across the land. Driven by their maker’s obscene will, they infect the living and the dead with bright green worms that bend creatures to the will of Kyuss, the Worm that Walks. In frightened whispers, seers prophesize the presence of the spawn as heralding the Age of Worms, the world’s apocalyptic end.</p><p>Spawn of Kyuss come from the insane fools who heeded Kyuss’s diseased vision when he was mortal. After Kyuss slew them to fuel his apotheosis, the worms of his new body spread to their bloated corpses, awakening the creatures to undeath. These grim messengers then became carriers of Kyuss’s dark desires and added new victims to their numbers.</p><p><strong>Spawn of Kyuss Sone of Kyuss:</strong> Even when a host is destroyed, Kyuss’s worms tend to escape by burrowing into the earth or clinging to their enemies’ clothing. When the worms find a new carcass, they plunge into the corpse and infuse it with terrible power. After a few moments, a new son of Kyuss is born.</p><p>Touch of Kyuss disease.</p><p><strong>Spawn of Kyuss Wretch of Kyuss:</strong> Legends persist of ancient kingdoms of the walking dead, where an outbreak of the touch of Kyuss spawned thousands upon thousands of these wretches.</p><p>Spawn of Kyuss Burrowing Worm power.</p><p>Spawn of Kyuss Herald of Kyuss Writhing Pronouncement Power</p><p><strong>Spawn of Kyuss Herald of Kyuss:</strong> Kyuss created heralds from the legion angels dispatched by the gods to slay him. He infused each one with a profane worm plucked from his squirming body.</p><p></p><p>Touch of Kyuss Level 16 Disease Endurance improve DC 25, maintain DC 20, worsen DC 19 or lower</p><p>The target is cured.</p><p>! Initial Effect: The target regains only half the normal hit points when it spends a healing surge. If it dies, it rises immediately as a wretch of Kyuss.</p><p>!" The target loses two healing surges.</p><p>If it drops to 0 or fewer healing surges, it dies and rises immediately as a son of Kyuss.</p><p>" Final State: The target dies and immediately becomes a son of Kyuss.</p><p></p><p>Burrowing Worm (disease, necrotic) ✦ Recharge </p><p>Attack: Close burst 1 (one living enemy in burst); +16 vs. Fortitude</p><p>Hit: The target takes ongoing 10 necrotic damage (save ends). In addition, the target is exposed to touch of Kyuss.</p><p>First Failed Saving Throw: The ongoing damage increases to 15.</p><p>Second Failed Saving Throw: The target is stunned, and the ongoing damage increases to 20 (save ends both).</p><p>Special: The corpse of any humanoid killed by this attack becomes a wretch of Kyuss at the start of the son of Kyuss’s next turn. The wretch must be destroyed before the creature can be raised.</p><p></p><p>Writhing Pronouncement (disease, necrotic) ✦ At-Will</p><p>Attack: Ranged 20 (one creature); +21 vs. Fortitude</p><p>Hit: 2d6 + 10 necrotic damage, and ongoing 5 necrotic damage (save ends). In addition, the target is exposed to touch of Kyuss.</p><p>First Failed Saving Throw: The ongoing damage increases to 10, and the target is dazed (save ends both).</p><p>Second Failed Saving Throw: The ongoing damage increases to 15, and the target is stunned instead of dazed (save ends both).</p><p>Special: The corpse of any humanoid killed by this attack becomes a wretch of Kyuss at the start of the herald of Kyuss’s next turn. The wretch must be destroyed before the creature can be raised.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7451578, member: 2209"] [b]Monster Manual 3[/b] [URL=http://www.drivethrurpg.com/product/121294/Monster-Manual-3-4e?affiliate_id=17596]Monster Manual 3[/URL] 4e [b]Arcanian:[/b] TO GAIN THEIR ARCANE POWERS, warlocks traffic with otherworldly entities, and sorcerers draw on the power of ancient bloodlines. Wizards, in contrast, must endure years of apprenticeship and toil, because their arcane knowledge is the reward of diligence. Yet not every inexperienced wizard is willing to wait. Experiments that require arcane energy beyond a spellcaster’s ability typically end with an impotent sputter. At rare times, a spell surges with wild energy and obliterates its caster, leaving a messy warning to other wizards. Once in a great while, though, something truly horrid comes to pass. In a vain attempt to master power beyond his or her control, a wizard absorbs too much raw energy, which warps the caster’s personality and memory and kills his or her body. A spark of life remains, though, and the spell, or at least its essence, animates the caster’s corpse and gives it new purpose as an arcanian. When raw arcane energy kills a wizard, the power sometimes animates the corpse and gives birth to an arcanian. Empowered with a will and a vessel, an arcanian is driven along a path etched by the dying impulses of the wizard. Red arcanians entertain impassioned fiery desires, blue arcanians try to preserve life in frozen perfection, and green arcanians despise physical beauty. Other arcanians might also exist, the warped products of failed spells using lightning, thunder, or necrotic energy. [b]Arcanian Green Arcanian:[/b] ? [b]Arcanian Blue Arcanian:[/b] ? [b]Arcanian Red Arcanian:[/b] ? [b]Beholder Ghost Beholder:[/b] Death need not be an end to avarice and ambition. As living creatures, beholders must eventually fall from the air to rot on the hated earth. Yet some have the willpower and anger to float again, returning as ghost beholders. [b]Dread Warrior:[/b] UNHOLY RITUALS THAT CALL FORTH UNDEAD HULKS usually raise shambling, mindless creatures. Dread warriors, on the other hand, rise to unlife possessed of enough martial skill to serve as formidable guardians. Each dread warrior is created with an unbreakable connection to its master that makes it utterly loyal. Legend holds that the priests of Bane were the first to craft these warriors, creating them from the corpses of potent enemies. [b]Dread Warrior Dread Protector:[/b] Stories tell of powerful necromancers creating a dozen dread protectors to scatter about their bedrooms and workstations. [b]Dread Warrior Dread Marauder:[/b] ? [b]Dread Warrior Dread Archer:[/b] A necromancer creates dread archers to shoot anyone who attempts to approach the spellcaster or his or her fortification. [b]Dread Warrior Dread Guardian:[/b] ? [b]Ghoul:[/b] As the progeny of cannibalism and other less than savory practices, ghouls are creatures of pure evil. [b]Ghoul Flesh Seeker:[/b] The sage had warned of these creatures—mortal followers of Orcus that had undergone a horrific, cannibalistic initiation into the demon lord’s cult. [b]Ghoul Adept of Orcus:[/b] In the dark shrine, they spoke in whispers of the fallen priest who had died with a prayer to Orcus on his lips. He might have remained dead, his soul to become a plaything of Orcus, except that he had killed and consumed a priest of Bahamut when he was alive. After his death, he underwent a horrid and unholy transformation. [b]Ghoul Ghast:[/b] The rogue thought herself clever when she opened the leaden doors to the lost tomb, saw a dozen slavering ghouls in the antechamber, and quickly sealed the sepulcher. Ten years later—long enough for the ghouls to starve to death, according to her research—she returned to the place. True, the ghouls had met their end. However, their transformation into ghasts was something she hadn’t accounted for. When ghouls go too long without humanoid f lesh, they rot away from the inside out. The insatiable hunger that accompanies this transformation grants ghasts a desperate strength and ferocity. [b]Gnoll Hyena Spirit:[/b] A hyena spirit is the undead vestige of a prized gnoll war beast. Bound to a tribe by dark magic, it continues to fight on after death. [b]Rot Grub Zombie:[/b] Long after a victim has died from a rot grub infestation, the creatures continue to eat away at the rotting flesh. From time to time, the corpse reanimates into a dark parody of life, creating a zombie that acts as a carrier for a swarm of rot grubs. [b]Slaad Putrid Slaad:[/b] Necromancers sometimes transform living slaads into undead slaads called putrid slaads. They preserve the slaads’ essential chaotic nature, making these creatures deadly but difficult to control. The slaad retains its hunger for wanton destruction, consuming life around it, which is then putrefied and later regurgitated upon foes. Mages and necromancers create most putrid slaads, but some come into being on their own. Slaads destroyed in the Abyss can rise spontaneously. Such putrid slaads are often forced to submit to the wills of demon lords. Elemental creatures are not immune to necromantic magic. Unlike other natives to the Elemental Chaos, slaads are formed from chaos, so when life flees one’s corpse, decay consumes the remains in a matter of hours. Thus, to create a putrid slaad, a necromancer must capture a slaad and infuse it with shadow magic while it’s still alive. The process is lethal, but the undead creature retains its shape and is as resilient as any other kind of slaad. [b]Spawn of Kyuss:[/b] LIKE A CANCER IN THE EARTH, spawn of Kyuss rise from the depths to spread suffering and anguish across the land. Driven by their maker’s obscene will, they infect the living and the dead with bright green worms that bend creatures to the will of Kyuss, the Worm that Walks. In frightened whispers, seers prophesize the presence of the spawn as heralding the Age of Worms, the world’s apocalyptic end. Spawn of Kyuss come from the insane fools who heeded Kyuss’s diseased vision when he was mortal. After Kyuss slew them to fuel his apotheosis, the worms of his new body spread to their bloated corpses, awakening the creatures to undeath. These grim messengers then became carriers of Kyuss’s dark desires and added new victims to their numbers. [b]Spawn of Kyuss Sone of Kyuss:[/b] Even when a host is destroyed, Kyuss’s worms tend to escape by burrowing into the earth or clinging to their enemies’ clothing. When the worms find a new carcass, they plunge into the corpse and infuse it with terrible power. After a few moments, a new son of Kyuss is born. Touch of Kyuss disease. [b]Spawn of Kyuss Wretch of Kyuss:[/b] Legends persist of ancient kingdoms of the walking dead, where an outbreak of the touch of Kyuss spawned thousands upon thousands of these wretches. Spawn of Kyuss Burrowing Worm power. Spawn of Kyuss Herald of Kyuss Writhing Pronouncement Power [b]Spawn of Kyuss Herald of Kyuss:[/b] Kyuss created heralds from the legion angels dispatched by the gods to slay him. He infused each one with a profane worm plucked from his squirming body. Touch of Kyuss Level 16 Disease Endurance improve DC 25, maintain DC 20, worsen DC 19 or lower The target is cured. ! Initial Effect: The target regains only half the normal hit points when it spends a healing surge. If it dies, it rises immediately as a wretch of Kyuss. !" The target loses two healing surges. If it drops to 0 or fewer healing surges, it dies and rises immediately as a son of Kyuss. " Final State: The target dies and immediately becomes a son of Kyuss. Burrowing Worm (disease, necrotic) ✦ Recharge Attack: Close burst 1 (one living enemy in burst); +16 vs. Fortitude Hit: The target takes ongoing 10 necrotic damage (save ends). In addition, the target is exposed to touch of Kyuss. First Failed Saving Throw: The ongoing damage increases to 15. Second Failed Saving Throw: The target is stunned, and the ongoing damage increases to 20 (save ends both). Special: The corpse of any humanoid killed by this attack becomes a wretch of Kyuss at the start of the son of Kyuss’s next turn. The wretch must be destroyed before the creature can be raised. Writhing Pronouncement (disease, necrotic) ✦ At-Will Attack: Ranged 20 (one creature); +21 vs. Fortitude Hit: 2d6 + 10 necrotic damage, and ongoing 5 necrotic damage (save ends). In addition, the target is exposed to touch of Kyuss. First Failed Saving Throw: The ongoing damage increases to 10, and the target is dazed (save ends both). Second Failed Saving Throw: The ongoing damage increases to 15, and the target is stunned instead of dazed (save ends both). Special: The corpse of any humanoid killed by this attack becomes a wretch of Kyuss at the start of the herald of Kyuss’s next turn. The wretch must be destroyed before the creature can be raised. [/QUOTE]
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