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<blockquote data-quote="Voadam" data-source="post: 7879402" data-attributes="member: 2209"><p>The Council's Encyclopedia of Lifeforms Mundane and Magical Version 004 A-G</p><p>3.0</p><p><strong>Agarat:</strong> Because they lack the ability to create spawn, it is thought that agarats exist only as deliberately created creatures (by high-level necromancers or priests, or perhaps cursed by the gods themselves). Their origin is as yet unknown. </p><p><strong>Apparition:</strong> A creature slain by an apparition will rise in 1d4 hours as an apparition. </p><p><strong>Banshee:</strong> The banshee is the undead spirit of an evil female elf. </p><p><strong>Bog Mummy:</strong> Wherever a spark of unlife or negative energy touches a corpse naturally preserved by swamp mud, the result is a bog mummy. </p><p>In the Great Swamp, the Witch of the Fens, Thingizzard, provides the spark of negative energy needed to create bog mummies. </p><p>Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days unless a remove disease is cast (within one day after death) or the creature is brought back to life (raise dead is ineffective, but resurrection or true resurrection works). </p><p><strong>Great Swamp Bog Mummy:</strong> A character slain by the Great Swamp Bog Rot disease rises as a Great Swamp bog mummy.</p><p><strong>Chimera Undead:</strong> ?</p><p><strong>Coffer Corpse:</strong> The coffer corpse is an undead creature seeking its final rest. They are most often found in stranded funeral barges and the like. </p><p><strong>Crypt Guardian:</strong> <em>Animate Crypt Guardian</em> spell.</p><p><strong>Crypt Thing:</strong> <em>Create Crypt Thing</em> spell.</p><p><strong>Variant Crypt Thing:</strong> ?</p><p><strong>Demilich:</strong> The demilich (the name is a misnomer, for it is not a lesser form of a lich, but the waning soul of a lich, centuries old) appears as nothing more than a human (or humanoid skull), dust, and a few bones. </p><p><strong>Grey Philosopher:</strong> A grey philosopher is the manifestation of an evil cleric who died with important philosophical deliberations unresolved in his mind. Unlike allips (q.v.), they have not been driven insane; instead, they spend their entire unlife endlessly pondering these weighty matters, so involved that they ignore everything around them. </p><p></p><p><strong>Undead:</strong> Orcus is known as the Prince of the Undead, for it is said in secret that he alone invented the first undead that walked the worlds. </p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Allip:</strong> ?</p><p></p><p>Animate Crypt Guardian </p><p>Necromancy</p><p>Level: Clr 4, Death 4, Sor/Wiz 5</p><p>Components: V, S, M</p><p>Casting time: 5 minutes/HD of undead created</p><p>Range: Touch</p><p>Targets: One giant sized corpse</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No </p><p>This spell turns the corpses of giants into undead crypt guardians that will guard one tomb, grave, crypt or other structure indefinitely. While a crypt guardian can be commanded to guard any area 10-foot radius per caster level, a grave-like settings is often most appropriate. Once created, a crypt guardian will do everything within its power to prevent the passage of living creatures into the area the guardian was created to guard; only the guardian’s creator can enter the area in question without provoking the undead warrior. As the crypt guardian is not under direct control of its creator, it does not count against the total number of undead the creator can control. Further, the HD of the crypt guardian created cannot exceed that of the caster’s level. </p><p>A crypt guardian can be created only from a mostly intact corpse or skeleton of a giant. If a crypt guardian is made from a corpse, the flesh rots from the bones over the next 2d6 weeks. A crypt guardian remembers nothing from its life including skills and abilities and depends solely on those granted during its creation. The creator of the crypt guardian must also be able to cast or read from a scroll the spells faerie fire, blind, invisibility, see invisibility, and wall of force at the time the crypt guardian is created The great scythe (or other weapon) the crypt guardian wields must be present at the time the guardian is created or it will always prefer to attack with its claws. A great scythe costs 50gp to have crafted. Material Component (for Crypt Guardian): Black pearl gems worth at least 100gp/HD of undead created and 2 rubies worth 500gp each. The gems are placed inside the mouth of the corpse and the rubies in its eye sockets. Once animated into a crypt thing, the pearls are destroyed but the rubies remain in its eye sockets and become the focus of the crypt guardian’s undeath. </p><p></p><p>Create Crypt Thing</p><p>Necromancy [Evil]</p><p>Level: Clr 7, Death 8, Sor/Wiz 7</p><p>Components: V, S, M</p><p>Casting Time: 1 hour</p><p>Range: Close (25 ft. +5 ft./2 levels)</p><p>Target: One corpse</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p>You may create a crypt thing with this spell. This spell must be cast in the tomb, grave, or corpse that the crypt thing is assigned to protect. A crypt thing can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so no oozes, worms, or the like). If a crypt thing is made from a corpse, the flesh falls from the bones. The statistics for the crypt thing depend on its size; they do not depend on what abilities the creature may have had while alive. Only one crypt thing is created with this spell and it will remain in the tomb where it was created until destroyed. Material Component (for Crypt Thing): A black pearl gem worth at least 300 gp. The gem is placed inside the mouth of the corpse. Once animated into a crypt thing, the gem is destroyed. </p><p></p><p>Bog Rot (Su): Supernatural disease—slam, Fortitude save (DC 20), incubation period 1 day; damage 1d6 temporary from Strength, Dexterity, Constitution, or Charisma (determine randomly using 1d4), secondary damage 1d6 temporary from the same ability score. Creatures afflicted with bog rot do not heal naturally and gain one-half benefit from magical healing until the disease is cured. Unlike normal diseases, bog rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. </p><p></p><p>Great Swamp Bog Rot (Su): Supernatural disease—slam, Fortitude save (DC 20), incubation period 1 hour; damage 1d2 temporary from Strength, Dexterity, Constitution, or Charisma (determine randomly using 1d4), secondary damage 1d2 temporary from the same ability score. Creatures afflicted with Great Swamp bog rot do not heal naturally and gain one-half benefit from magical healing. Unlike normal diseases, Great Swamp bog rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7879402, member: 2209"] The Council's Encyclopedia of Lifeforms Mundane and Magical Version 004 A-G 3.0 [b]Agarat:[/b] Because they lack the ability to create spawn, it is thought that agarats exist only as deliberately created creatures (by high-level necromancers or priests, or perhaps cursed by the gods themselves). Their origin is as yet unknown. [b]Apparition:[/b] A creature slain by an apparition will rise in 1d4 hours as an apparition. [b]Banshee:[/b] The banshee is the undead spirit of an evil female elf. [b]Bog Mummy:[/b] Wherever a spark of unlife or negative energy touches a corpse naturally preserved by swamp mud, the result is a bog mummy. In the Great Swamp, the Witch of the Fens, Thingizzard, provides the spark of negative energy needed to create bog mummies. Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days unless a remove disease is cast (within one day after death) or the creature is brought back to life (raise dead is ineffective, but resurrection or true resurrection works). [b]Great Swamp Bog Mummy:[/b] A character slain by the Great Swamp Bog Rot disease rises as a Great Swamp bog mummy. [b]Chimera Undead:[/b] ? [b]Coffer Corpse:[/b] The coffer corpse is an undead creature seeking its final rest. They are most often found in stranded funeral barges and the like. [b]Crypt Guardian:[/b] [i]Animate Crypt Guardian[/i] spell. [b]Crypt Thing:[/b] [i]Create Crypt Thing[/i] spell. [b]Variant Crypt Thing:[/b] ? [b]Demilich:[/b] The demilich (the name is a misnomer, for it is not a lesser form of a lich, but the waning soul of a lich, centuries old) appears as nothing more than a human (or humanoid skull), dust, and a few bones. [b]Grey Philosopher:[/b] A grey philosopher is the manifestation of an evil cleric who died with important philosophical deliberations unresolved in his mind. Unlike allips (q.v.), they have not been driven insane; instead, they spend their entire unlife endlessly pondering these weighty matters, so involved that they ignore everything around them. [b]Undead:[/b] Orcus is known as the Prince of the Undead, for it is said in secret that he alone invented the first undead that walked the worlds. [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Shadow:[/b] ? [b]Wight:[/b] ? [b]Spectre:[/b] ? [b]Wraith:[/b] ? [b]Allip:[/b] ? Animate Crypt Guardian Necromancy Level: Clr 4, Death 4, Sor/Wiz 5 Components: V, S, M Casting time: 5 minutes/HD of undead created Range: Touch Targets: One giant sized corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell turns the corpses of giants into undead crypt guardians that will guard one tomb, grave, crypt or other structure indefinitely. While a crypt guardian can be commanded to guard any area 10-foot radius per caster level, a grave-like settings is often most appropriate. Once created, a crypt guardian will do everything within its power to prevent the passage of living creatures into the area the guardian was created to guard; only the guardian’s creator can enter the area in question without provoking the undead warrior. As the crypt guardian is not under direct control of its creator, it does not count against the total number of undead the creator can control. Further, the HD of the crypt guardian created cannot exceed that of the caster’s level. A crypt guardian can be created only from a mostly intact corpse or skeleton of a giant. If a crypt guardian is made from a corpse, the flesh rots from the bones over the next 2d6 weeks. A crypt guardian remembers nothing from its life including skills and abilities and depends solely on those granted during its creation. The creator of the crypt guardian must also be able to cast or read from a scroll the spells faerie fire, blind, invisibility, see invisibility, and wall of force at the time the crypt guardian is created The great scythe (or other weapon) the crypt guardian wields must be present at the time the guardian is created or it will always prefer to attack with its claws. A great scythe costs 50gp to have crafted. Material Component (for Crypt Guardian): Black pearl gems worth at least 100gp/HD of undead created and 2 rubies worth 500gp each. The gems are placed inside the mouth of the corpse and the rubies in its eye sockets. Once animated into a crypt thing, the pearls are destroyed but the rubies remain in its eye sockets and become the focus of the crypt guardian’s undeath. Create Crypt Thing Necromancy [Evil] Level: Clr 7, Death 8, Sor/Wiz 7 Components: V, S, M Casting Time: 1 hour Range: Close (25 ft. +5 ft./2 levels) Target: One corpse Duration: Instantaneous Saving Throw: None Spell Resistance: No You may create a crypt thing with this spell. This spell must be cast in the tomb, grave, or corpse that the crypt thing is assigned to protect. A crypt thing can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so no oozes, worms, or the like). If a crypt thing is made from a corpse, the flesh falls from the bones. The statistics for the crypt thing depend on its size; they do not depend on what abilities the creature may have had while alive. Only one crypt thing is created with this spell and it will remain in the tomb where it was created until destroyed. Material Component (for Crypt Thing): A black pearl gem worth at least 300 gp. The gem is placed inside the mouth of the corpse. Once animated into a crypt thing, the gem is destroyed. Bog Rot (Su): Supernatural disease—slam, Fortitude save (DC 20), incubation period 1 day; damage 1d6 temporary from Strength, Dexterity, Constitution, or Charisma (determine randomly using 1d4), secondary damage 1d6 temporary from the same ability score. Creatures afflicted with bog rot do not heal naturally and gain one-half benefit from magical healing until the disease is cured. Unlike normal diseases, bog rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. Great Swamp Bog Rot (Su): Supernatural disease—slam, Fortitude save (DC 20), incubation period 1 hour; damage 1d2 temporary from Strength, Dexterity, Constitution, or Charisma (determine randomly using 1d4), secondary damage 1d2 temporary from the same ability score. Creatures afflicted with Great Swamp bog rot do not heal naturally and gain one-half benefit from magical healing. Unlike normal diseases, Great Swamp bog rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. [/QUOTE]
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