Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon 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 Next
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
*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!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
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: 7872333" data-attributes="member: 2209"><p><a href="http://www.drivethrurpg.com/product/20305/City-of-Secrets-the-Adventurers-Guide-to-Nishanpur?affiliate_id=17596" target="_blank">City of Secrets: The Adventurer's Guide to Nishanpur</a></p><p>3.0</p><p><strong>Cold Infant:</strong> Cold Infants are the risen remains of infants or toddlers that have passed away. They are almost all naturally occurring, as necromancers would rarely create something with so little in the way of practical use.</p><p><strong>Delusion Witch:</strong> The Delusion Witch is a form of undead that is said to appear in cases where a deceased person feels that they have been robbed of their life through no fault of their own. This cannot be proven, however, as the being itself does not have the awareness of its own condition necessary for self-examination.</p><p><strong>Deathgleaner:</strong> Deathgleaners are a form of Infernal-based undead, first created by a collaboration of the priesthood of Neroth with the Seekers of the Hidden Master in the catacombs under Nishanpur. As they are created using a variety of devils, roughly 50% of them are winged, and capable of flight. In constant pain due to the process of their creation, they often attack anything they encounter in a blind rage.</p><p>Deathgleaners are made from a melding of energies and intents.</p><p><strong>Shadow Fetch:</strong> Shadow fetches are the shadows of mortal men, which have been twisted and given a life of their own.</p><p>These undead are formed of the darkest parts of the human spirit.</p><p>Living creatures successfully touched by a Shadow Fetch suffer 1d4 points of temporary Charisma damage. If the victim’s Charisma reaches 0, he falls comatose until healed. The victim’s shadow is forever altered, showing infernal traits. The victim will suffer a –2 penalty to all Charisma-based checks, except Intimidate, which instead receives a +2 bonus. When the subject dies (whenever that may occur) his shadow rises one day later as a Shadow Fetch, unless a Sarishan temple “exorcises” the incubating undead before the subject’s death.</p><p><strong>Skeletal Beast:</strong> <em>Create Skeletal Beast</em> spell.</p><p>Skeletal beasts are the result of magical experimentation by Nerothian clerics and magic-users. They do not occur on their own; they must be created.</p><p>Skeletal beasts are created by combining the skeletal remains of several mindless animated creatures (skeletons or zombies); they do not have to be complete or of the same type.</p><p><strong>Failed Deathgleaner:</strong> This one did not complete the transformation successfully.</p><p></p><p><strong>Zombie:</strong> Killed by Dagger of Mahememnun.</p><p>Ungent of Animation.</p><p><strong>Wight:</strong> Killed by Dagger of Mahememnun.</p><p><strong>Ghoul:</strong> Killed by Dagger of Mahememnun.</p><p><strong>Ghast:</strong> Killed by Dagger of Mahememnun.</p><p><strong>Vampire:</strong> Killed by Dagger of Mahememnun.</p><p><strong>Skeleton:</strong> Ungent of Animation</p><p></p><p>Create Skeletal Beast</p><p>Necromancy</p><p>Level: Clr 2, Death 2, Sor/Wiz 4</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Close (25ft. + 5ft. / 2 levels)</p><p>Target: One or more animated corpses</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>This spell takes one or more animated corpses (skeletons or zombies) and combines them into one large skeletal beast. The number of Hit Dice of undead that can be affected is equal to the caster’s level. The available undead may be combined into one large skeletal beast or several smaller beasts. At least 6 Hit Dice of undead are required to create a single skeletal beast, though larger and more powerful beasts may be created if more undead are used (up to a maximum of 12 Hit Dice for any single skeletal beast).</p><p>See Chapter 5: Natives of Nishanpur: for details on Skeletal Beast for the statistics of the monsters created by this spell. If more than 6 Hit Dice worth of undead are used in the creation of a single skeletal beast, then the standard advancement rules should be used to determine the resulting creature’s statistics.</p><p>The spell must be cast upon undead controlled by the caster, and the resulting skeletal beast is also controlled by the caster. The caster is still subject to the normal limitations regarding the total number of Hit Dice of undead creatures that he can control at any given time.</p><p></p><p>Dagger of Mahememnûn</p><p>This bronze ritual dagger was created by Myrantian priests of Neroth long ago. Used in rituals of mummification, the dagger served the dark priests for centuries. After the fall of the Myrantian Hegemony, the dagger fell into obscurity, entombed with the last priest who used it. About 20 years ago, the dagger was rediscovered by a band of adventurers. When the Nerothian priesthood that remained in former Myrantian lands heard of its discovery, they set out to retrieve it, by any means necessary.</p><p>The pommel of this dagger is shaped as a skull, and the hilt resembles an ancient column, inscribed with holy supplications to Mahememnûn. The crossguard is a great winged scarab, beautifully enameled. The blade is unadorned bronze.</p><p>The dagger is enchanted such that it will cut through the toughest hides, and any creature killed with the dagger is 75% likely to rise as one of the undead, without any spells or prayers being invoked for this effect. (01-24% does not rise, 25-76% Zombie, 77-88% Wight, 89-95% Ghoul, 96-99% Ghast, 00 Vampire) Furthermore, if the dagger is used in the preparation of a body for mummification, the resultant mummy will gain a 5-point increase to its inherent Damage Reduction.</p><p>Those wishing to use this dagger in the creation of undead should note that this dagger does not impart any ability to control undead upon the user. The undead created by this dagger are uncontrolled, and divine casters may attempt to turn, rebuke, or command these undead normally. The dagger provides no bonuses or penalties in this regard.</p><p>Caster Level: Unknown; Prerequisites: Unknown; Market Value: Priceless (the Myrantians would pay at least 50,000 gp to recover it, though they are far more likely to kill its possessor instead of negotiating); Weight: 1 lb.</p><p></p><p>Unguent of Animation</p><p>When used to anoint a dead body, this oil causes the corpse to animate into a skeleton or zombie. The undead creatures created by this unguent remain animated until they are destroyed. Unlike the animate dead spell, these undead are not automatically controlled by the user of the unguent, however. If the user is a cleric, she may attempt to turn, command, or rebuke the undead as normal. If they become uncontrolled, the undead will attack the nearest living beings. Each vial of unguent of animation contains enough oil to animate up to 10 Hit Dice worth of skeletons or zombies, all of which must be created from Medium-size or smaller corpses.</p><p>Caster Level: 5th; Prerequisites: Brew Potion, animate dead; Market Value: 1,000gp; Weight: 2 lbs.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7872333, member: 2209"] [URL=http://www.drivethrurpg.com/product/20305/City-of-Secrets-the-Adventurers-Guide-to-Nishanpur?affiliate_id=17596]City of Secrets: The Adventurer's Guide to Nishanpur[/URL] 3.0 [b]Cold Infant:[/b] Cold Infants are the risen remains of infants or toddlers that have passed away. They are almost all naturally occurring, as necromancers would rarely create something with so little in the way of practical use. [b]Delusion Witch:[/b] The Delusion Witch is a form of undead that is said to appear in cases where a deceased person feels that they have been robbed of their life through no fault of their own. This cannot be proven, however, as the being itself does not have the awareness of its own condition necessary for self-examination. [b]Deathgleaner:[/b] Deathgleaners are a form of Infernal-based undead, first created by a collaboration of the priesthood of Neroth with the Seekers of the Hidden Master in the catacombs under Nishanpur. As they are created using a variety of devils, roughly 50% of them are winged, and capable of flight. In constant pain due to the process of their creation, they often attack anything they encounter in a blind rage. Deathgleaners are made from a melding of energies and intents. [b]Shadow Fetch:[/b] Shadow fetches are the shadows of mortal men, which have been twisted and given a life of their own. These undead are formed of the darkest parts of the human spirit. Living creatures successfully touched by a Shadow Fetch suffer 1d4 points of temporary Charisma damage. If the victim’s Charisma reaches 0, he falls comatose until healed. The victim’s shadow is forever altered, showing infernal traits. The victim will suffer a –2 penalty to all Charisma-based checks, except Intimidate, which instead receives a +2 bonus. When the subject dies (whenever that may occur) his shadow rises one day later as a Shadow Fetch, unless a Sarishan temple “exorcises” the incubating undead before the subject’s death. [b]Skeletal Beast:[/b] [i]Create Skeletal Beast[/i] spell. Skeletal beasts are the result of magical experimentation by Nerothian clerics and magic-users. They do not occur on their own; they must be created. Skeletal beasts are created by combining the skeletal remains of several mindless animated creatures (skeletons or zombies); they do not have to be complete or of the same type. [b]Failed Deathgleaner:[/b] This one did not complete the transformation successfully. [b]Zombie:[/b] Killed by Dagger of Mahememnun. Ungent of Animation. [b]Wight:[/b] Killed by Dagger of Mahememnun. [b]Ghoul:[/b] Killed by Dagger of Mahememnun. [b]Ghast:[/b] Killed by Dagger of Mahememnun. [b]Vampire:[/b] Killed by Dagger of Mahememnun. [b]Skeleton:[/b] Ungent of Animation Create Skeletal Beast Necromancy Level: Clr 2, Death 2, Sor/Wiz 4 Components: V, S Casting Time: 1 action Range: Close (25ft. + 5ft. / 2 levels) Target: One or more animated corpses Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell takes one or more animated corpses (skeletons or zombies) and combines them into one large skeletal beast. The number of Hit Dice of undead that can be affected is equal to the caster’s level. The available undead may be combined into one large skeletal beast or several smaller beasts. At least 6 Hit Dice of undead are required to create a single skeletal beast, though larger and more powerful beasts may be created if more undead are used (up to a maximum of 12 Hit Dice for any single skeletal beast). See Chapter 5: Natives of Nishanpur: for details on Skeletal Beast for the statistics of the monsters created by this spell. If more than 6 Hit Dice worth of undead are used in the creation of a single skeletal beast, then the standard advancement rules should be used to determine the resulting creature’s statistics. The spell must be cast upon undead controlled by the caster, and the resulting skeletal beast is also controlled by the caster. The caster is still subject to the normal limitations regarding the total number of Hit Dice of undead creatures that he can control at any given time. Dagger of Mahememnûn This bronze ritual dagger was created by Myrantian priests of Neroth long ago. Used in rituals of mummification, the dagger served the dark priests for centuries. After the fall of the Myrantian Hegemony, the dagger fell into obscurity, entombed with the last priest who used it. About 20 years ago, the dagger was rediscovered by a band of adventurers. When the Nerothian priesthood that remained in former Myrantian lands heard of its discovery, they set out to retrieve it, by any means necessary. The pommel of this dagger is shaped as a skull, and the hilt resembles an ancient column, inscribed with holy supplications to Mahememnûn. The crossguard is a great winged scarab, beautifully enameled. The blade is unadorned bronze. The dagger is enchanted such that it will cut through the toughest hides, and any creature killed with the dagger is 75% likely to rise as one of the undead, without any spells or prayers being invoked for this effect. (01-24% does not rise, 25-76% Zombie, 77-88% Wight, 89-95% Ghoul, 96-99% Ghast, 00 Vampire) Furthermore, if the dagger is used in the preparation of a body for mummification, the resultant mummy will gain a 5-point increase to its inherent Damage Reduction. Those wishing to use this dagger in the creation of undead should note that this dagger does not impart any ability to control undead upon the user. The undead created by this dagger are uncontrolled, and divine casters may attempt to turn, rebuke, or command these undead normally. The dagger provides no bonuses or penalties in this regard. Caster Level: Unknown; Prerequisites: Unknown; Market Value: Priceless (the Myrantians would pay at least 50,000 gp to recover it, though they are far more likely to kill its possessor instead of negotiating); Weight: 1 lb. Unguent of Animation When used to anoint a dead body, this oil causes the corpse to animate into a skeleton or zombie. The undead creatures created by this unguent remain animated until they are destroyed. Unlike the animate dead spell, these undead are not automatically controlled by the user of the unguent, however. If the user is a cleric, she may attempt to turn, command, or rebuke the undead as normal. If they become uncontrolled, the undead will attack the nearest living beings. Each vial of unguent of animation contains enough oil to animate up to 10 Hit Dice worth of skeletons or zombies, all of which must be created from Medium-size or smaller corpses. Caster Level: 5th; Prerequisites: Brew Potion, animate dead; Market Value: 1,000gp; Weight: 2 lbs. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Undead Origins
Top