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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7793020" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/230042/Die-Screaming-Directors-Guide?affiliate_id=17596" target="_blank">Die Screaming Directors Guide</a></p><p>Die Screaming</p><p><strong>Undead:</strong> Cultists, led by Crnoval priests, complete a complex and dread ritual in the city to blot out the sun, operating from several secret and well-defended points forming a pentagram. Crnobog is summoned from the void, and he takes roost at the city’s highest point, weaving his spells of destruction to consume the world in darkness and transform unfaithful mortals into his undead slaves.</p><p>Unless reduced to -11 hit points or fewer when killed, at the beginning of its next turn, the cultist returns to life once per scene as an undead creature.</p><p>Unless reduced to -30 hit points or fewer when killed, at the beginning of its next turn, the elite returns to life once per scene as an undead creature.</p><p>Unless reduced to -83 hit points or fewer when killed, at the beginning of its next turn, the warlock returns to life once per scene as an undead creature.</p><p>Unless reduced to -25 hit points or fewer when killed, at the beginning of its next turn, the hybrid child returns to life once per scene as an undead creature.</p><p>Unless reduced to -84 hit points or fewer when killed, at the beginning of its next turn, the hybrid ogre returns to life once per scene as an undead creature.</p><p>Unless reduced to -48 hit points or fewer when killed, at the beginning of its next turn, the hybrid soldier returns to life once per scene as an undead creature.</p><p><strong>Ghost:</strong> Ghosts are spirits that live on after death, either because they were wronged in life or are too evil to die. They are almost impossible to permanently destroy.</p><p>Ghosts are undead spirits that wander the world on unfinished business, or haunt locations because they were too evil in life to truly die. The different varieties of ghost are beyond count.</p><p>Fourth, the world has become full of supernatural beings, and this includes ghosts. Murdering survivors—who were of no threat and were the closest thing the party has to allies—has consequences. A haunting may be in order for characters who especially deserve it, as the restless dead seek to avenge their deaths.</p><p>Meanwhile, ghostly undead roam the streets, increasing in strength and number as Crnobog continues his work.</p><p><strong>Zombie:</strong> Zombies are undead creatures that spread through a contagious virus.</p><p>Zombies are humans infected by the Contagion. They are bloodthirsty, mindless cannibals, neither living nor dead. Their bodily fluids are infectious, allowing them to spread the Contagion to others.</p><p>Creatures reduced to 0 hit points by a zombie become zombies at the end of their next turn. This can be reversed if the character is healed before then.</p><p>Any creature reduced to 0 hit points by a black dread instantly becomes a zombie of a level equal to its level in life.</p><p>As a standard action, the corruption demon can transform an adjacent corpse into a zombie or zombie raptor under its control. This zombie has the demon’s intelligence and shares its goals.</p><p>Plague wasps are winged pseudo-arachnids that can use their maggots to create special zombies.</p><p>What happens next is unclear, but the energy controlled by the aliens escapes unrestrained into Earth’s atmosphere, exposing the entire planet to its effects. The results on humans are various:</p><p>▪ Some are unaffected.</p><p>▪ Some are mutated and enhanced in unpredictable and catastrophic ways. Their powers are far stranger and more terrible than those of the few ascended humans.</p><p>▪ Some contact other, more evil aliens, and pledge fealty to them in exchange for power. These are the first sorcerers.</p><p>▪ The energy kills many outright, and in ghastly ways.</p><p>▪ Many more are transformed into mindless, violent zombies who can spread their condition as a viral infection, the so-called Contagion.</p><p>The solar eclipse occurs shortly thereafter. The shadow created by this event occurs in a different area, but the events are far more catastrophic. Most of the humans in the area immediately become zombies.</p><p>The Contagion is a viral infection that transforms its host into a bloodthirsty, undead horror—a zombie. It spreads mainly through zombies biting other humans, as zombie saliva and other fluids are contagious.</p><p>The source of the Contagion is a mystery that is left to you to answer with your story. It could be scientific, magical, or both. The zombies can remain mundane zombies, or be a device of some greater power that can directly control their actions. Zombies can eventually increase in strength and intelligence, or mutate into entirely new monsters.</p><p>Camp Kindred was a vibrant summer camp at the height of tourist season when the zombie apocalypse began, with a large class of third-graders from a nearby elementary also using the site. The infection spread quickly, and many dozens of zombies now infest the area.</p><p><strong>Apparition:</strong> If the apparition reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body</p><p>under the ghost’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected.</p><p>4d4 apparitions always accompany the archwizard. If any apparition dies, the archwizard can respawn it in an adjacent square as an instant action.</p><p>If the archwizard reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the archwizard’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected.</p><p>Two apparitions always accompany the ghost. If either apparition dies, the ghost can respawn it in an adjacent square as an instant action.</p><p>If the ghost reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the ghost’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected.</p><p>Six apparitions always accompany the mummy. If any apparition dies, the mummy can respawn it in an adjacent square as an instant action. When the mummy is reduced to 0 hit points, the apparitions disappear.</p><p>Two apparitions always accompany the mystic. If either apparition dies, the mystic can respawn it in an adjacent square as an instant action.</p><p>If the mystic reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the mystic’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected.</p><p>Six apparitions always accompany the phantom. If any apparition dies, the phantom can respawn it in an adjacent square as an</p><p>instant action. When the phantom is reduced to 0 hit points, the apparitions disappear.</p><p>If the phantom reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the phantom’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected.</p><p>Four apparitions always accompany the wraith. If any apparition dies, the wraith can respawn it in an adjacent square as an instant action.</p><p>If the wraith reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the wraith’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected.</p><p><strong>Befouled:</strong> Befouled are undead made of animated oil. They often appear as small children, but can take any small form they choose. They tend to congregate around playgrounds and homes, guided by psychic memories. They leave oily footprints wherever they go. The befouled are powered by the lost souls of murdered innocents.</p><p><strong>Black Dread:</strong> ?</p><p><strong>Flayer:</strong> Flayers are re-animated corpses covered in hooked chains.</p><p><strong>Fleshwarped:</strong> The fleshwarped are corpses that have been blown inside out by some hideous spell. Puppeteered by some outside influence, they are in eternal agony and wail piteously as they attack, hoping aloud that they can soon die.</p><p><strong>Frankencat:</strong> Frankencats are stitched together from multiple dead cats to create a loathsome familiar for an evil sorcerer.</p><p><strong>Killcrow:</strong> Killcrows are animated scarecrows with razor-sharp talons.</p><p><strong>Midnight Horror:</strong> They often claw their way out of their graves when a powerful evil draws them back to the world of the living, and many hundreds accompany the dark god Crnobog.</p><p><strong>Mummy:</strong> Mummies are the animated remains of once-powerful sorcerers, returned to a semblance of life as their dark patron’s slaves.</p><p>Mummies can come from any number of backgrounds, possessing a wide array of dark powers.</p><p><strong>Nightmare Made Flesh:</strong> The entity is a psychic echo made of the collective fear that multiple creatures felt before dying terrible deaths.</p><p><strong>Phantom:</strong> Phantoms are the most powerful and evil ghosts, the very memory of their lives filling those who knew them with dread.</p><p><strong>Rat King:</strong> The rat king is a mass of thousands of undead rats mashed together by the tail via their own saliva, vomit, and excrement.</p><p><strong>Reaper:</strong> In life, reapers were unspeakably vile and faithless, and their evil now permeates eternity.</p><p><strong>Slaymate:</strong> The slaymate is a doll created from a combination of clay and wood, given life in an evil ritual that involves stuffing the hollow body with shredded body parts and crushed bone.</p><p><strong>Stitch Spider:</strong> Stitch spiders are created by sorcerers and evil deities from corpses and bones, stitched together to resemble perverse spiders. Their eight legs, made of human leg bones, end in three-foot razors. Their bodies are covered in stitched human faces, all of which still have a horrid semblance of life.</p><p><strong>Toxic Dead:</strong> ?</p><p><strong>Tree of the Damned:</strong> The tree of the damned is a tree composed of hundreds of wailing corpses in various states of mutilation. It is the work of particularly foolish sorcerers, who soon join its roots after creating it. It is a thing so evil that it overwhelms reality.</p><p><strong>Utburd:</strong> Utburds are the vengeful spirits of abandoned infants. Once named, an infant has a soul; and once abandoned by its parents and left to die, that soul is set adrift, unable to leave the mortal plane.</p><p><strong>Vampire Elder:</strong> Vampire elders are hundreds of years old, and command a great deal more power than freshly-created vampires.</p><p><strong>Vampire Lord:</strong> Vampire lords are thousands of years old, and some lived at the dawn of human civilization.</p><p><strong>Vampire Spawn:</strong> Vampire spawn were only recently transformed (at least by human standards of time) and are less potent than their elders.</p><p>If the vampire reduces an enemy to 0 hit points, the creature becomes a vampire spawn under its creator’s control at the beginning of its next turn.</p><p><strong>Visceroid:</strong> A visceroid is an undead entity made from shards of crushed bone and the combined entrails of many victims.</p><p><strong>Worming Dead:</strong> A creature that begins its turn grabbed by a worming dead takes 7 ongoing necrotic damage. This damage cannot be saved against until the worming dead is no longer grappling the creature. A creature reduced to 0 hit points is infested by a tentacle and becomes a new worming dead immediately. A Might save (DC 22) negates the damage.</p><p><strong>Ancient Zombie:</strong> Zombie ancients are zombies created ages ago by sorcery or magical curses. A zombie ancient is so old and preserved by its evil will that its body is almost fossilized, its internal organs turned to stone.</p><p><strong>Zombie Bear:</strong> Bears have close contact with civilization, which means they have close contact with zombies.</p><p><strong>Zombie Child:</strong> ?</p><p><strong>Zombie Dog:</strong> The Contagion can spread to animals.</p><p><strong>Enchanted Zombie:</strong> Some zombies fall under the influence of sorcerers or various evil powers. These zombies are given a foul semblance of intellect and magical power.</p><p><strong>Zombie Experiment:</strong> Zombie experiments are the result of ill-advised testing on zombies in an attempt to weaponize them. The zombies are bio-engineered, trained in some fashion, and fitted with some sort of control device that will supposedly ensure their cooperation. These experiments inevitably result in the zombies escaping their confines, throwing off any attempts to control them, and killing their former captors.</p><p><strong>Zombie Fungoid:</strong> Zombie fungoids are bloated zombies that have become extremely infectious with the Contagion.</p><p><strong>Zombie Ghoul:</strong> A zombie that survives for some time has a chance to become a ghoul. For these zombies, the infection has advanced to the point that it more significantly alters their body, making them superhumanly powerful. They are also possessed of a low animal cunning.</p><p>As a standard action once per scene, the magus calls forth 2d4 zombie ghouls to serve it. These zombie ghouls act on the magus’ initiative. They appear in any chosen squares within a close burst 6.</p><p><strong>Zombie Glutton:</strong> Zombie gluttons are morbidly obese zombies who have become blubbering monstrosities.</p><p><strong>Zombie Monkey:</strong> Zombie monkeys—typically macaques—are the result of deeply unethical experiments.</p><p><strong>Zombie Polyp:</strong> Some zombies—often severely injured ones—degenerate into groups of small, living polyps after a certain amount of time. This process takes only a few minutes and typically produces 1d4+1 polyps. These polyps are disgusting, starfish-like parasites made up of once-human tissue.</p><p><strong>Zombie Raptor:</strong> Infected carrion birds are profoundly dangerous zombies.</p><p>As a standard action, the corruption demon can transform an adjacent corpse into a zombie or zombie raptor under its control. This zombie has the demon’s intelligence and shares its goals.</p><p><strong>Zombie Screamer:</strong> Zombie screamers are consumed with blind fury. They possess enough mental ability to realize their condition, which fills them with an impotent, all-consuming rage. They feel nothing but hatred and hunger.</p><p>As a standard action once per scene, the mystic calls forth 2d4 zombie screamers to serve it. These zombie screamers act on the mystic’s initiative. They appear in any chosen squares within a close burst 6.</p><p>When the tree of the damned begins its turn, any enemy within 6 squares must make a Wit save or suffer 12 points of necrotic damage. Creatures reduced to 0 hit points immediately become zombie screamers.</p><p>The tree of the damned always has at least eight zombie screamers serving it. If zombies die such that it has less than eight, it can spawn one zombie on its turn as a move action. Creatures killed by the tree of the damned immediately become zombie screamers.</p><p><strong>Zombie Soldier:</strong> Zombie soldiers are well-armored soldiers and police forces infected by the Contagion.</p><p><strong>Zombie Wailer:</strong> Zombie wailers are the zombified remains of people who were infected by the Contagion and then imprisoned by their loved ones, who were too distraught to do what was necessary and perform a mercy killing. This was a more terrible mistake than they knew. Warped by its last piteous moments of life, the now-free zombie wailer constantly relives these last moments, whimpering in solitude until it finds victims.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7793020, member: 2209"] [URL=https://www.drivethrurpg.com/product/230042/Die-Screaming-Directors-Guide?affiliate_id=17596]Die Screaming Directors Guide[/URL] Die Screaming [b]Undead:[/b] Cultists, led by Crnoval priests, complete a complex and dread ritual in the city to blot out the sun, operating from several secret and well-defended points forming a pentagram. Crnobog is summoned from the void, and he takes roost at the city’s highest point, weaving his spells of destruction to consume the world in darkness and transform unfaithful mortals into his undead slaves. Unless reduced to -11 hit points or fewer when killed, at the beginning of its next turn, the cultist returns to life once per scene as an undead creature. Unless reduced to -30 hit points or fewer when killed, at the beginning of its next turn, the elite returns to life once per scene as an undead creature. Unless reduced to -83 hit points or fewer when killed, at the beginning of its next turn, the warlock returns to life once per scene as an undead creature. Unless reduced to -25 hit points or fewer when killed, at the beginning of its next turn, the hybrid child returns to life once per scene as an undead creature. Unless reduced to -84 hit points or fewer when killed, at the beginning of its next turn, the hybrid ogre returns to life once per scene as an undead creature. Unless reduced to -48 hit points or fewer when killed, at the beginning of its next turn, the hybrid soldier returns to life once per scene as an undead creature. [b]Ghost:[/b] Ghosts are spirits that live on after death, either because they were wronged in life or are too evil to die. They are almost impossible to permanently destroy. Ghosts are undead spirits that wander the world on unfinished business, or haunt locations because they were too evil in life to truly die. The different varieties of ghost are beyond count. Fourth, the world has become full of supernatural beings, and this includes ghosts. Murdering survivors—who were of no threat and were the closest thing the party has to allies—has consequences. A haunting may be in order for characters who especially deserve it, as the restless dead seek to avenge their deaths. Meanwhile, ghostly undead roam the streets, increasing in strength and number as Crnobog continues his work. [b]Zombie:[/b] Zombies are undead creatures that spread through a contagious virus. Zombies are humans infected by the Contagion. They are bloodthirsty, mindless cannibals, neither living nor dead. Their bodily fluids are infectious, allowing them to spread the Contagion to others. Creatures reduced to 0 hit points by a zombie become zombies at the end of their next turn. This can be reversed if the character is healed before then. Any creature reduced to 0 hit points by a black dread instantly becomes a zombie of a level equal to its level in life. As a standard action, the corruption demon can transform an adjacent corpse into a zombie or zombie raptor under its control. This zombie has the demon’s intelligence and shares its goals. Plague wasps are winged pseudo-arachnids that can use their maggots to create special zombies. What happens next is unclear, but the energy controlled by the aliens escapes unrestrained into Earth’s atmosphere, exposing the entire planet to its effects. The results on humans are various: ▪ Some are unaffected. ▪ Some are mutated and enhanced in unpredictable and catastrophic ways. Their powers are far stranger and more terrible than those of the few ascended humans. ▪ Some contact other, more evil aliens, and pledge fealty to them in exchange for power. These are the first sorcerers. ▪ The energy kills many outright, and in ghastly ways. ▪ Many more are transformed into mindless, violent zombies who can spread their condition as a viral infection, the so-called Contagion. The solar eclipse occurs shortly thereafter. The shadow created by this event occurs in a different area, but the events are far more catastrophic. Most of the humans in the area immediately become zombies. The Contagion is a viral infection that transforms its host into a bloodthirsty, undead horror—a zombie. It spreads mainly through zombies biting other humans, as zombie saliva and other fluids are contagious. The source of the Contagion is a mystery that is left to you to answer with your story. It could be scientific, magical, or both. The zombies can remain mundane zombies, or be a device of some greater power that can directly control their actions. Zombies can eventually increase in strength and intelligence, or mutate into entirely new monsters. Camp Kindred was a vibrant summer camp at the height of tourist season when the zombie apocalypse began, with a large class of third-graders from a nearby elementary also using the site. The infection spread quickly, and many dozens of zombies now infest the area. [b]Apparition:[/b] If the apparition reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the ghost’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected. 4d4 apparitions always accompany the archwizard. If any apparition dies, the archwizard can respawn it in an adjacent square as an instant action. If the archwizard reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the archwizard’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected. Two apparitions always accompany the ghost. If either apparition dies, the ghost can respawn it in an adjacent square as an instant action. If the ghost reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the ghost’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected. Six apparitions always accompany the mummy. If any apparition dies, the mummy can respawn it in an adjacent square as an instant action. When the mummy is reduced to 0 hit points, the apparitions disappear. Two apparitions always accompany the mystic. If either apparition dies, the mystic can respawn it in an adjacent square as an instant action. If the mystic reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the mystic’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected. Six apparitions always accompany the phantom. If any apparition dies, the phantom can respawn it in an adjacent square as an instant action. When the phantom is reduced to 0 hit points, the apparitions disappear. If the phantom reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the phantom’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected. Four apparitions always accompany the wraith. If any apparition dies, the wraith can respawn it in an adjacent square as an instant action. If the wraith reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the wraith’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected. [b]Befouled:[/b] Befouled are undead made of animated oil. They often appear as small children, but can take any small form they choose. They tend to congregate around playgrounds and homes, guided by psychic memories. They leave oily footprints wherever they go. The befouled are powered by the lost souls of murdered innocents. [b]Black Dread:[/b] ? [b]Flayer:[/b] Flayers are re-animated corpses covered in hooked chains. [b]Fleshwarped:[/b] The fleshwarped are corpses that have been blown inside out by some hideous spell. Puppeteered by some outside influence, they are in eternal agony and wail piteously as they attack, hoping aloud that they can soon die. [b]Frankencat:[/b] Frankencats are stitched together from multiple dead cats to create a loathsome familiar for an evil sorcerer. [b]Killcrow:[/b] Killcrows are animated scarecrows with razor-sharp talons. [b]Midnight Horror:[/b] They often claw their way out of their graves when a powerful evil draws them back to the world of the living, and many hundreds accompany the dark god Crnobog. [b]Mummy:[/b] Mummies are the animated remains of once-powerful sorcerers, returned to a semblance of life as their dark patron’s slaves. Mummies can come from any number of backgrounds, possessing a wide array of dark powers. [b]Nightmare Made Flesh:[/b] The entity is a psychic echo made of the collective fear that multiple creatures felt before dying terrible deaths. [b]Phantom:[/b] Phantoms are the most powerful and evil ghosts, the very memory of their lives filling those who knew them with dread. [b]Rat King:[/b] The rat king is a mass of thousands of undead rats mashed together by the tail via their own saliva, vomit, and excrement. [b]Reaper:[/b] In life, reapers were unspeakably vile and faithless, and their evil now permeates eternity. [b]Slaymate:[/b] The slaymate is a doll created from a combination of clay and wood, given life in an evil ritual that involves stuffing the hollow body with shredded body parts and crushed bone. [b]Stitch Spider:[/b] Stitch spiders are created by sorcerers and evil deities from corpses and bones, stitched together to resemble perverse spiders. Their eight legs, made of human leg bones, end in three-foot razors. Their bodies are covered in stitched human faces, all of which still have a horrid semblance of life. [b]Toxic Dead:[/b] ? [b]Tree of the Damned:[/b] The tree of the damned is a tree composed of hundreds of wailing corpses in various states of mutilation. It is the work of particularly foolish sorcerers, who soon join its roots after creating it. It is a thing so evil that it overwhelms reality. [b]Utburd:[/b] Utburds are the vengeful spirits of abandoned infants. Once named, an infant has a soul; and once abandoned by its parents and left to die, that soul is set adrift, unable to leave the mortal plane. [b]Vampire Elder:[/b] Vampire elders are hundreds of years old, and command a great deal more power than freshly-created vampires. [b]Vampire Lord:[/b] Vampire lords are thousands of years old, and some lived at the dawn of human civilization. [b]Vampire Spawn:[/b] Vampire spawn were only recently transformed (at least by human standards of time) and are less potent than their elders. If the vampire reduces an enemy to 0 hit points, the creature becomes a vampire spawn under its creator’s control at the beginning of its next turn. [b]Visceroid:[/b] A visceroid is an undead entity made from shards of crushed bone and the combined entrails of many victims. [b]Worming Dead:[/b] A creature that begins its turn grabbed by a worming dead takes 7 ongoing necrotic damage. This damage cannot be saved against until the worming dead is no longer grappling the creature. A creature reduced to 0 hit points is infested by a tentacle and becomes a new worming dead immediately. A Might save (DC 22) negates the damage. [b]Ancient Zombie:[/b] Zombie ancients are zombies created ages ago by sorcery or magical curses. A zombie ancient is so old and preserved by its evil will that its body is almost fossilized, its internal organs turned to stone. [b]Zombie Bear:[/b] Bears have close contact with civilization, which means they have close contact with zombies. [b]Zombie Child:[/b] ? [b]Zombie Dog:[/b] The Contagion can spread to animals. [b]Enchanted Zombie:[/b] Some zombies fall under the influence of sorcerers or various evil powers. These zombies are given a foul semblance of intellect and magical power. [b]Zombie Experiment:[/b] Zombie experiments are the result of ill-advised testing on zombies in an attempt to weaponize them. The zombies are bio-engineered, trained in some fashion, and fitted with some sort of control device that will supposedly ensure their cooperation. These experiments inevitably result in the zombies escaping their confines, throwing off any attempts to control them, and killing their former captors. [b]Zombie Fungoid:[/b] Zombie fungoids are bloated zombies that have become extremely infectious with the Contagion. [b]Zombie Ghoul:[/b] A zombie that survives for some time has a chance to become a ghoul. For these zombies, the infection has advanced to the point that it more significantly alters their body, making them superhumanly powerful. They are also possessed of a low animal cunning. As a standard action once per scene, the magus calls forth 2d4 zombie ghouls to serve it. These zombie ghouls act on the magus’ initiative. They appear in any chosen squares within a close burst 6. [b]Zombie Glutton:[/b] Zombie gluttons are morbidly obese zombies who have become blubbering monstrosities. [b]Zombie Monkey:[/b] Zombie monkeys—typically macaques—are the result of deeply unethical experiments. [b]Zombie Polyp:[/b] Some zombies—often severely injured ones—degenerate into groups of small, living polyps after a certain amount of time. This process takes only a few minutes and typically produces 1d4+1 polyps. These polyps are disgusting, starfish-like parasites made up of once-human tissue. [b]Zombie Raptor:[/b] Infected carrion birds are profoundly dangerous zombies. As a standard action, the corruption demon can transform an adjacent corpse into a zombie or zombie raptor under its control. This zombie has the demon’s intelligence and shares its goals. [b]Zombie Screamer:[/b] Zombie screamers are consumed with blind fury. They possess enough mental ability to realize their condition, which fills them with an impotent, all-consuming rage. They feel nothing but hatred and hunger. As a standard action once per scene, the mystic calls forth 2d4 zombie screamers to serve it. These zombie screamers act on the mystic’s initiative. They appear in any chosen squares within a close burst 6. When the tree of the damned begins its turn, any enemy within 6 squares must make a Wit save or suffer 12 points of necrotic damage. Creatures reduced to 0 hit points immediately become zombie screamers. The tree of the damned always has at least eight zombie screamers serving it. If zombies die such that it has less than eight, it can spawn one zombie on its turn as a move action. Creatures killed by the tree of the damned immediately become zombie screamers. [b]Zombie Soldier:[/b] Zombie soldiers are well-armored soldiers and police forces infected by the Contagion. [b]Zombie Wailer:[/b] Zombie wailers are the zombified remains of people who were infected by the Contagion and then imprisoned by their loved ones, who were too distraught to do what was necessary and perform a mercy killing. This was a more terrible mistake than they knew. Warped by its last piteous moments of life, the now-free zombie wailer constantly relives these last moments, whimpering in solitude until it finds victims. [/QUOTE]
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