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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
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: 7601263" data-attributes="member: 2209"><p><strong>GM's Miscellany: Dungeon Dressing</strong></p><p></p><p><a href="https://www.drivethrurpg.com/product/133198/GMs-Miscellany-Dungeon-Dressing?affiliate_id=17596" target="_blank">GM's Miscellany: Dungeon Dressing</a></p><p>Pathfinder 1e</p><p><strong>Unliving Span:</strong> ?</p><p><strong>Unliving Span Reasonably Large:</strong> ?</p><p><strong>Unliving Span Zombie:</strong> ?</p><p><strong>Unliving Span Ghoul:</strong> ?</p><p><strong>Advanced Mummy:</strong> After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy.</p><p><strong>Heartless Zombie:</strong> The doorway exiting this room is keyed to the souls of seven undead creatures. These undead creatures have been empowered by the removal of their still‐beating hearts, which now reside atop seven columns within the room, and are protected by iridescent prismatic layers.</p><p><strong>Heartless Ghast:</strong> After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy.</p><p><strong>Heartless Mummy:</strong> After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy.</p><p><strong>Wailing Portcullis:</strong> Through terrible and dangerous binding magic a necromancer has bound the spirit of a banshee to this portcullis.</p><p></p><p><strong>Ghoul:</strong> A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.</p><p><strong>Ghast:</strong> After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts.</p><p>A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.</p><p><strong>Undead:</strong> Inside the corpse’s stomach is a half‐digested monster. The essence of this undead creature still lingers within the cadaver. The undead creature can be reanimated or restored with a DC 25 Knowledge (religion) check and onyx gems worth 25 gp per HD of the creature.</p><p>Knowledge (arcana, DC 30) Recalls that certain cabals of necromancers create necrotic pools to aid them in the creation of undead minions. The creation of such pools is difficult and complex and requires the binding of countless souls to the pool.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Zombie:</strong> Necrotic Pool.</p><p>Zombie Rot disease.</p><p><strong>Banshee:</strong> ?</p><p><strong>Devourer:</strong> This onyx‐encrusted sarcophagus casts create greater undead on the body within to create a devourer when a certain prophesy is completed. This effect works once before the sarcophagus’ magic is consumed. The onyx crumbles to dust if removed from the sarcophagus.</p><p></p><p>NECROTIC POOL</p><p>A three‐foot high wall of well‐mortared brownish stone encircles a pool of smoky black water.</p><p>Perception or Heal (DC 15) The stone’s unique colouring is due to copious amounts of dried blood.</p><p>Perception (DC 20) Faint writing is carved into the pool’s encircling wall.</p><p>Knowledge (arcana, DC 20) The writing is arcane and deals with the school of necromancy.</p><p>Knowledge (arcana, DC 25) The spells woven into the pool deal with binding negative energy in the same way that is used to create undead.</p><p>Knowledge (arcana, DC 30) Recalls that certain cabals of necromancers create necrotic pools to aid them in the creation of undead minions. The creation of such pools is difficult and complex and requires the binding of countless souls to the pool.</p><p>Effect (Drinking) Any creature drinking from the pool suffers 3d61 negative energy damage. In addition, the water induces zombie rot2 in the drinker. A DC 17 Heal check identifies the malady after the first day. The rot can be removed by a successful application of remove disease.</p><p>Effect (Immersion) A living creature in the pool takes 3d61 negative energy a round. As long as they do not swallow any of the water, they do not suffer from the zombie rot effect.</p><p>Effect (Immersion [corpse]) The pools animates any intact corpse placed into the pool into a zombie (Pathfinder Bestiary). This takes 10 minutes. Unless a creature has the Command Undead feat or other way to control undead, the zombie attacks nearby creatures. The pool can create 20 HD of zombies a week.</p><p>1: DC 14 Will save halves.</p><p>2: Zombie Rot: Type disease (ingested); save: Fortitude DC 17; onset: 1 day; frequency 1/day; effect: 1d2 Con damage, a creature whose Constitution score reaches 0 animates one day later as a zombie; cure: 2 saves.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7601263, member: 2209"] [b]GM's Miscellany: Dungeon Dressing[/b] [URL=https://www.drivethrurpg.com/product/133198/GMs-Miscellany-Dungeon-Dressing?affiliate_id=17596]GM's Miscellany: Dungeon Dressing[/URL] Pathfinder 1e [b]Unliving Span:[/b] ? [b]Unliving Span Reasonably Large:[/b] ? [b]Unliving Span Zombie:[/b] ? [b]Unliving Span Ghoul:[/b] ? [b]Advanced Mummy:[/b] After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy. [b]Heartless Zombie:[/b] The doorway exiting this room is keyed to the souls of seven undead creatures. These undead creatures have been empowered by the removal of their still‐beating hearts, which now reside atop seven columns within the room, and are protected by iridescent prismatic layers. [b]Heartless Ghast:[/b] After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy. [b]Heartless Mummy:[/b] After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy. [b]Wailing Portcullis:[/b] Through terrible and dangerous binding magic a necromancer has bound the spirit of a banshee to this portcullis. [b]Ghoul:[/b] A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. [b]Ghast:[/b] After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. [b]Undead:[/b] Inside the corpse’s stomach is a half‐digested monster. The essence of this undead creature still lingers within the cadaver. The undead creature can be reanimated or restored with a DC 25 Knowledge (religion) check and onyx gems worth 25 gp per HD of the creature. Knowledge (arcana, DC 30) Recalls that certain cabals of necromancers create necrotic pools to aid them in the creation of undead minions. The creation of such pools is difficult and complex and requires the binding of countless souls to the pool. [b]Skeleton:[/b] ? [b]Wight:[/b] ? [b]Vampire:[/b] ? [b]Lich:[/b] ? [b]Vampire Spawn:[/b] ? [b]Zombie:[/b] Necrotic Pool. Zombie Rot disease. [b]Banshee:[/b] ? [b]Devourer:[/b] This onyx‐encrusted sarcophagus casts create greater undead on the body within to create a devourer when a certain prophesy is completed. This effect works once before the sarcophagus’ magic is consumed. The onyx crumbles to dust if removed from the sarcophagus. NECROTIC POOL A three‐foot high wall of well‐mortared brownish stone encircles a pool of smoky black water. Perception or Heal (DC 15) The stone’s unique colouring is due to copious amounts of dried blood. Perception (DC 20) Faint writing is carved into the pool’s encircling wall. Knowledge (arcana, DC 20) The writing is arcane and deals with the school of necromancy. Knowledge (arcana, DC 25) The spells woven into the pool deal with binding negative energy in the same way that is used to create undead. Knowledge (arcana, DC 30) Recalls that certain cabals of necromancers create necrotic pools to aid them in the creation of undead minions. The creation of such pools is difficult and complex and requires the binding of countless souls to the pool. Effect (Drinking) Any creature drinking from the pool suffers 3d61 negative energy damage. In addition, the water induces zombie rot2 in the drinker. A DC 17 Heal check identifies the malady after the first day. The rot can be removed by a successful application of remove disease. Effect (Immersion) A living creature in the pool takes 3d61 negative energy a round. As long as they do not swallow any of the water, they do not suffer from the zombie rot effect. Effect (Immersion [corpse]) The pools animates any intact corpse placed into the pool into a zombie (Pathfinder Bestiary). This takes 10 minutes. Unless a creature has the Command Undead feat or other way to control undead, the zombie attacks nearby creatures. The pool can create 20 HD of zombies a week. 1: DC 14 Will save halves. 2: Zombie Rot: Type disease (ingested); save: Fortitude DC 17; onset: 1 day; frequency 1/day; effect: 1d2 Con damage, a creature whose Constitution score reaches 0 animates one day later as a zombie; cure: 2 saves. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Undead Origins
Top