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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7841087" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/160060/10-AllNew-Undead-Monsters?affiliate_id=17596" target="_blank">10 All-New Undead Monsters</a></p><p>Pathfinder 1e</p><p><strong>Giant Crawling Tongue:</strong> Its a little-known fact of nature that when creatures of significant size die their bodies are almost immediately swarmed my necromancers, harvesting useful parts like gigantic eyes and hands for use in their dark magics. The tongue is usually one of the last pieces to be harvested—unless it’s taken with the head—and is often the only piece that can be obtained by the smaller and weaker necromancers.</p><p><strong>Crawling Tongue Swarm:</strong> A crawling tongue swarm is made of around 1,500 animated tongues. Each tongue must be individually harvested and prepared and then raised as a single creature. As such, all but the most dedicated—or obsessive—of necromancers don’t bother creating such creatures.</p><p><strong>Sokushinbutsu Mummy:</strong> In a rarely practiced ritual, a monk will enter a deep meditative state which they will not break even to eat or drink. To the uninformed observer this seems to result in the monk’s death; however, the truth is that the monk has transcended to a higher state of enlightenment.</p><p>While most never return from this state, if the monk senses a powerful need for them they will return to their body, becoming a sokushinbutsu mummy. While a monk must be of lawful-neutral alignment to achieve this state, once they have reanimated they may be persuaded to change their alignment just as any other creature—although they must always retain their lawful alignment.</p><p>A sokushinbutsu mummy is animated by ki, rather than negative energy.</p><p><strong>Phantasmagoria:</strong> A phantasmagoria is a whirling mass of more than 100 tiny ghostly entities—individually known as phantomets. Each of these indistinct glowing orbs were originally full-fledged ghosts, but have since lost most of their memories and power over centuries of unlife.</p><p><strong>Phantom Limb:</strong> Phantom limbs are the spirits of limbs lost in battle.</p><p><strong>Phantom Limb Arm:</strong> ?</p><p><strong>Phantom Limb Leg:</strong> ?</p><p><strong>Shrieking Crypt Skeleton:</strong> ?</p><p><strong>Visceral Creeper:</strong> 1d6 hours after death, the digestive tract of a creature slain by a visceral creeper will detach and crawl out of its former owner’s mouth as a new visceral creeper.</p><p>1d6 hours after death, the digestive tract of a creature slain by a visceral creeper will detach and crawl out of its former owner’s mouth as a new visceral creeper.</p><p>Visceral creepers can be created with animate dead and lesser animate dead. When calculating cost and number of controllable undead, a visceral creeper counts as a creature of its hit dice total −1.</p><p><strong>Electric Zombie:</strong> Seen by most necromancers as an overly-complicated zombie, and by golem crafters as an overly-simplified flesh golem, an electric zombie combines science and magic is a way many consider impractical. Prior to animation, an electric zombie’s body must outfitted with several specialized components for storing and distributing electricity through its body.</p><p><strong>Rage Zombie, Cadaver Lantern:</strong> A cadaver lantern can only be created from the remains of an executed murderer. The preparation ritual is long and involved, first the body and head cavities are hollowed out and the mandible removed. After that, a candle is made from the body’s fat and infused with necromantic energy. Finally, the candle is placed inside the skull cavity and lit, within a few minutes it will animate and begin indiscriminately attacking any creature it sees.</p><p><strong>Slime-Vomiting Zombie:</strong> A creature who is slain by zombie slime will rise as a slime-vomiting zombie in 2d6 hours.</p><p>A slime-vomiting zombie—as one may assume—is a zombie capable of vomiting a corrosive, viscus slime on its victims. The slime not only disables and damages its victims, but is also the catalyst for creating more slime-vomiting zombies. Upon creation, a slime-vomiting zombie’s organs dissolve to create the cavity in which it produces and stores its slime.</p><p>Zombie Slime disease.</p><p><strong>Tar Zombie:</strong> Perhaps the worst of the tar zombie’s abilities is their ability to transmit melting flesh plague, which can provide a painful drawn-out death. Sufferers of melting flesh plague first suffer a fever, but soon begin to break out in large boils that expel acidic puss when ruptured. As the disease continues, the victim’s flesh becomes swollen, easily torn, and takes on a black color as they begin to rot while still alive. Any creature who dies from melting flesh plague immediately rises as tar zombie.</p><p>Melting Flesh Plague disease.</p><p><strong>Crawling Tongue:</strong> Each tongue must be individually harvested and prepared and then raised as a single creature.</p><p><strong>Phantomet:</strong> Each of these indistinct glowing orbs were originally full-fledged ghosts, but have since lost most of their memories and power over centuries of unlife.</p><p></p><p><strong>Ghost:</strong> ?</p><p></p><p>Zombie Slime: Corpse Kiss—forced ingestion; save Fort DC 13; frequency 1/round until cured; effect 1 Con; cure 1 save; special A creature who is slain by zombie slime will rise as a slime-vomiting zombie in 2d6 hours.</p><p>This ability functions against deceased creatures—including ones who die while suffering from—but not directly as the result of—zombie slime, such creature rise when their Constitution score reaches 0—using Con score as of time of death.</p><p></p><p>Melting Flesh Plague: Bite—injury; save Fort DC 16; onset 1d4 days; frequency 1/day; effect 1d3 Con and Cha; cure 2 consecutive saves; special A creature who dies from—or while under the effects of—melting flesh plague will immediately rise as a tar zombie. However, they will not gain their additional acid damage for 1d3 hours.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7841087, member: 2209"] [URL=https://www.drivethrurpg.com/product/160060/10-AllNew-Undead-Monsters?affiliate_id=17596]10 All-New Undead Monsters[/URL] Pathfinder 1e [b]Giant Crawling Tongue:[/b] Its a little-known fact of nature that when creatures of significant size die their bodies are almost immediately swarmed my necromancers, harvesting useful parts like gigantic eyes and hands for use in their dark magics. The tongue is usually one of the last pieces to be harvested—unless it’s taken with the head—and is often the only piece that can be obtained by the smaller and weaker necromancers. [b]Crawling Tongue Swarm:[/b] A crawling tongue swarm is made of around 1,500 animated tongues. Each tongue must be individually harvested and prepared and then raised as a single creature. As such, all but the most dedicated—or obsessive—of necromancers don’t bother creating such creatures. [b]Sokushinbutsu Mummy:[/b] In a rarely practiced ritual, a monk will enter a deep meditative state which they will not break even to eat or drink. To the uninformed observer this seems to result in the monk’s death; however, the truth is that the monk has transcended to a higher state of enlightenment. While most never return from this state, if the monk senses a powerful need for them they will return to their body, becoming a sokushinbutsu mummy. While a monk must be of lawful-neutral alignment to achieve this state, once they have reanimated they may be persuaded to change their alignment just as any other creature—although they must always retain their lawful alignment. A sokushinbutsu mummy is animated by ki, rather than negative energy. [b]Phantasmagoria:[/b] A phantasmagoria is a whirling mass of more than 100 tiny ghostly entities—individually known as phantomets. Each of these indistinct glowing orbs were originally full-fledged ghosts, but have since lost most of their memories and power over centuries of unlife. [b]Phantom Limb:[/b] Phantom limbs are the spirits of limbs lost in battle. [b]Phantom Limb Arm:[/b] ? [b]Phantom Limb Leg:[/b] ? [b]Shrieking Crypt Skeleton:[/b] ? [b]Visceral Creeper:[/b] 1d6 hours after death, the digestive tract of a creature slain by a visceral creeper will detach and crawl out of its former owner’s mouth as a new visceral creeper. 1d6 hours after death, the digestive tract of a creature slain by a visceral creeper will detach and crawl out of its former owner’s mouth as a new visceral creeper. Visceral creepers can be created with animate dead and lesser animate dead. When calculating cost and number of controllable undead, a visceral creeper counts as a creature of its hit dice total −1. [b]Electric Zombie:[/b] Seen by most necromancers as an overly-complicated zombie, and by golem crafters as an overly-simplified flesh golem, an electric zombie combines science and magic is a way many consider impractical. Prior to animation, an electric zombie’s body must outfitted with several specialized components for storing and distributing electricity through its body. [b]Rage Zombie, Cadaver Lantern:[/b] A cadaver lantern can only be created from the remains of an executed murderer. The preparation ritual is long and involved, first the body and head cavities are hollowed out and the mandible removed. After that, a candle is made from the body’s fat and infused with necromantic energy. Finally, the candle is placed inside the skull cavity and lit, within a few minutes it will animate and begin indiscriminately attacking any creature it sees. [b]Slime-Vomiting Zombie:[/b] A creature who is slain by zombie slime will rise as a slime-vomiting zombie in 2d6 hours. A slime-vomiting zombie—as one may assume—is a zombie capable of vomiting a corrosive, viscus slime on its victims. The slime not only disables and damages its victims, but is also the catalyst for creating more slime-vomiting zombies. Upon creation, a slime-vomiting zombie’s organs dissolve to create the cavity in which it produces and stores its slime. Zombie Slime disease. [b]Tar Zombie:[/b] Perhaps the worst of the tar zombie’s abilities is their ability to transmit melting flesh plague, which can provide a painful drawn-out death. Sufferers of melting flesh plague first suffer a fever, but soon begin to break out in large boils that expel acidic puss when ruptured. As the disease continues, the victim’s flesh becomes swollen, easily torn, and takes on a black color as they begin to rot while still alive. Any creature who dies from melting flesh plague immediately rises as tar zombie. Melting Flesh Plague disease. [b]Crawling Tongue:[/b] Each tongue must be individually harvested and prepared and then raised as a single creature. [b]Phantomet:[/b] Each of these indistinct glowing orbs were originally full-fledged ghosts, but have since lost most of their memories and power over centuries of unlife. [b]Ghost:[/b] ? Zombie Slime: Corpse Kiss—forced ingestion; save Fort DC 13; frequency 1/round until cured; effect 1 Con; cure 1 save; special A creature who is slain by zombie slime will rise as a slime-vomiting zombie in 2d6 hours. This ability functions against deceased creatures—including ones who die while suffering from—but not directly as the result of—zombie slime, such creature rise when their Constitution score reaches 0—using Con score as of time of death. Melting Flesh Plague: Bite—injury; save Fort DC 16; onset 1d4 days; frequency 1/day; effect 1d3 Con and Cha; cure 2 consecutive saves; special A creature who dies from—or while under the effects of—melting flesh plague will immediately rise as a tar zombie. However, they will not gain their additional acid damage for 1d3 hours. [/QUOTE]
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