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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7915555" data-attributes="member: 2209"><p><a href="https://www.dmsguild.com/product/17409/MC5-Monstrous-Compendium-Greyhawk-Adventures-Appendix-2e?affiliate_id=17596" target="_blank">MC5 Monstrous Compendium Greyhawk Adventures Appendix</a></p><p>2e</p><p><strong>Crypt Thing:</strong> ?</p><p><strong>Crypt Thing Ancestral:</strong> Ancestral crypt things are the raised spirits of the dead that have returned to guard the tombs of their descendants. This happens only in rare cases (determined by the DM).</p><p><strong>Crypt Thing Summoned:</strong> Called into existence by a wizard or priest of at least 14th level.</p><p><em>Create Crypt Thing</em> spell.</p><p><strong>Son of Kyuss:</strong> Sons of Kyuss are horrible undead beings that convert living humans and demihumans into cursed undead like themselves.</p><p>In addition to flailing fists, one worm per round attempts to jump from a son of Kyuss's head to a character the son is meleeing. The worm needs only to roll a successful attack roll (same THACO as the son) to land on the victim. The worm burrows into the victim on the next round unless killed by the touch of cold iron, holy water, or a blessed object. After penetrating the victim's skin, the worm burrows toward the victim's brain, taking 1d4 rounds to reach it. During this time a remove curse or cure disease spell will kill the worm, and neutralize poison or dispel evil will delay the worm for 1d6 turns. If the worm reaches the brain, the victim dies immediately and becomes a son of Kyuss. Decay and putrification set in without further delay.</p><p>Kyuss was an evil high priest who created the first of these creatures, via a special curse, under instruction from an evil deity.</p><p>The worms are tied to the curse of the sons but exactly how remains a mystery. It is known that the worms cannot survive apart from a victim or on a son. Worms that fail to burrow into a victim die as soon as they touch the ground. Any worm removed from a son dies within one round of separation from the son who carried it. When a son is killed permanently, the worms die with him. Some sages have proposed that the worms might not be living creatures per se, but incarnations of the curse.</p><p><strong>Vampire Wizard:</strong> ?</p><p><strong>Slow Shadow:</strong> Slow shadows, like shadows, are believed to be a race of long-dead people cursed to madness and a split existence on the Prime and Negative Material planes. This curse drives slow shadows to hunt and transform living humanoids and demihumans into slow shadows like themselves.</p><p>Sages speculate that shadows and slow shadows, when they lived, were bitter enemies. Their cruel, wicked ways and constant warfare brought down a terrible curse upon both races. Now the two people continue their ancient battle, never dying, cursed to insanity, recruiting new shadows and slow shadows from the living. On rare occasions, battles between shadows and slow shadows have been witnessed and it seems that vanquished slow shadows become shadows and vanquished shadows become slow shadows.</p><p><strong>Lesser Slow Shadow:</strong> Humanoids killed by slow shadows become lesser slow shadows within one turn.</p><p>The change can be prevented by casting remove curse on the body.</p><p><strong>Swordwraith:</strong> Swordwraiths are the spirits of warriors cut down during battle and kept from the dissolution of death by their indomitable wills.</p><p>Swordwraiths were once professional soldiers for whom fighting was all there was in life. In many cases, they are too stubborn to even admit that they are dead.</p><p><strong>Soul Beckoner:</strong> ?</p><p><strong>Sea Zombie, Drowned One:</strong> Sea zombies (also known as drowned ones) are the animated corpses of humans who died at sea. Although similar to land-dwelling zombies, they are free-willed and are rumored to be animated by the will of the god Nerull the Reaper.</p><p>Many of the humans who become drowned ones were priests while alive, and they retain their powers as undead.</p><p></p><p><strong>Zombie:</strong> A cure disease or remove curse spell will transform a son of Kyuss into a zombie, but both spells require that the priest touch the son.</p><p><strong>Shadow:</strong> Slow shadows, like shadows, are believed to be a race of long-dead people cursed to madness and a split existence on the Prime and Negative Material planes. This curse drives slow shadows to hunt and transform living humanoids and demihumans into slow shadows like themselves.</p><p>Sages speculate that shadows and slow shadows, when they lived, were bitter enemies. Their cruel, wicked ways and constant warfare brought down a terrible curse upon both races. Now the two people continue their ancient battle, never dying, cursed to insanity, recruiting new shadows and slow shadows from the living. On rare occasions, battles between shadows and slow shadows have been witnessed and it seems that vanquished slow shadows become shadows and vanquished shadows become slow shadows.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Juju Zombie:</strong> ?</p><p><strong>Lacedon:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> ?</p><p></p><p>Create Crypt Thing</p><p>7th-level Wizard or Priest spell (necromantic)</p><p>(Reversible)</p><p>Range: Touch Casting Time: 1 round</p><p>Components: V,S Area of Effect: 1 corpse</p><p>Duration: Permanent Saving Throw: None</p><p>This spell enables the caster to cause a single dead body to animate and assume the status of a crypt thing. This spell can be cast only in the tomb or grave area the crypt thing is to protect; the spell requires that the caster touch the skull of the subject body. Once animated, the crypt thing remains until destroyed. Only one crypt thing may guard a given tomb.</p><p>A successful dispel magic spell returns the crypt thing to its original unanimated state. Attempts to restore the crypt thing before this is done fail for any magic short of a wish.</p><p>The reverse of this spell, destroy crypt thing, utterly annihilates any one such being as soon as it is touched by the caster. The target is allowed a saving throw vs. death magic to avoid destruction.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7915555, member: 2209"] [URL=https://www.dmsguild.com/product/17409/MC5-Monstrous-Compendium-Greyhawk-Adventures-Appendix-2e?affiliate_id=17596]MC5 Monstrous Compendium Greyhawk Adventures Appendix[/URL] 2e [b]Crypt Thing:[/b] ? [b]Crypt Thing Ancestral:[/b] Ancestral crypt things are the raised spirits of the dead that have returned to guard the tombs of their descendants. This happens only in rare cases (determined by the DM). [b]Crypt Thing Summoned:[/b] Called into existence by a wizard or priest of at least 14th level. [i]Create Crypt Thing[/i] spell. [b]Son of Kyuss:[/b] Sons of Kyuss are horrible undead beings that convert living humans and demihumans into cursed undead like themselves. In addition to flailing fists, one worm per round attempts to jump from a son of Kyuss's head to a character the son is meleeing. The worm needs only to roll a successful attack roll (same THACO as the son) to land on the victim. The worm burrows into the victim on the next round unless killed by the touch of cold iron, holy water, or a blessed object. After penetrating the victim's skin, the worm burrows toward the victim's brain, taking 1d4 rounds to reach it. During this time a remove curse or cure disease spell will kill the worm, and neutralize poison or dispel evil will delay the worm for 1d6 turns. If the worm reaches the brain, the victim dies immediately and becomes a son of Kyuss. Decay and putrification set in without further delay. Kyuss was an evil high priest who created the first of these creatures, via a special curse, under instruction from an evil deity. The worms are tied to the curse of the sons but exactly how remains a mystery. It is known that the worms cannot survive apart from a victim or on a son. Worms that fail to burrow into a victim die as soon as they touch the ground. Any worm removed from a son dies within one round of separation from the son who carried it. When a son is killed permanently, the worms die with him. Some sages have proposed that the worms might not be living creatures per se, but incarnations of the curse. [b]Vampire Wizard:[/b] ? [b]Slow Shadow:[/b] Slow shadows, like shadows, are believed to be a race of long-dead people cursed to madness and a split existence on the Prime and Negative Material planes. This curse drives slow shadows to hunt and transform living humanoids and demihumans into slow shadows like themselves. Sages speculate that shadows and slow shadows, when they lived, were bitter enemies. Their cruel, wicked ways and constant warfare brought down a terrible curse upon both races. Now the two people continue their ancient battle, never dying, cursed to insanity, recruiting new shadows and slow shadows from the living. On rare occasions, battles between shadows and slow shadows have been witnessed and it seems that vanquished slow shadows become shadows and vanquished shadows become slow shadows. [b]Lesser Slow Shadow:[/b] Humanoids killed by slow shadows become lesser slow shadows within one turn. The change can be prevented by casting remove curse on the body. [b]Swordwraith:[/b] Swordwraiths are the spirits of warriors cut down during battle and kept from the dissolution of death by their indomitable wills. Swordwraiths were once professional soldiers for whom fighting was all there was in life. In many cases, they are too stubborn to even admit that they are dead. [b]Soul Beckoner:[/b] ? [b]Sea Zombie, Drowned One:[/b] Sea zombies (also known as drowned ones) are the animated corpses of humans who died at sea. Although similar to land-dwelling zombies, they are free-willed and are rumored to be animated by the will of the god Nerull the Reaper. Many of the humans who become drowned ones were priests while alive, and they retain their powers as undead. [b]Zombie:[/b] A cure disease or remove curse spell will transform a son of Kyuss into a zombie, but both spells require that the priest touch the son. [b]Shadow:[/b] Slow shadows, like shadows, are believed to be a race of long-dead people cursed to madness and a split existence on the Prime and Negative Material planes. This curse drives slow shadows to hunt and transform living humanoids and demihumans into slow shadows like themselves. Sages speculate that shadows and slow shadows, when they lived, were bitter enemies. Their cruel, wicked ways and constant warfare brought down a terrible curse upon both races. Now the two people continue their ancient battle, never dying, cursed to insanity, recruiting new shadows and slow shadows from the living. On rare occasions, battles between shadows and slow shadows have been witnessed and it seems that vanquished slow shadows become shadows and vanquished shadows become slow shadows. [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Wight:[/b] ? [b]Juju Zombie:[/b] ? [b]Lacedon:[/b] ? [b]Skeleton:[/b] ? [b]Wraith:[/b] ? [b]Spectre:[/b] ? [b]Ghost:[/b] ? [b]Lich:[/b] ? Create Crypt Thing 7th-level Wizard or Priest spell (necromantic) (Reversible) Range: Touch Casting Time: 1 round Components: V,S Area of Effect: 1 corpse Duration: Permanent Saving Throw: None This spell enables the caster to cause a single dead body to animate and assume the status of a crypt thing. This spell can be cast only in the tomb or grave area the crypt thing is to protect; the spell requires that the caster touch the skull of the subject body. Once animated, the crypt thing remains until destroyed. Only one crypt thing may guard a given tomb. A successful dispel magic spell returns the crypt thing to its original unanimated state. Attempts to restore the crypt thing before this is done fail for any magic short of a wish. The reverse of this spell, destroy crypt thing, utterly annihilates any one such being as soon as it is touched by the caster. The target is allowed a saving throw vs. death magic to avoid destruction. [/QUOTE]
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