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<blockquote data-quote="Voadam" data-source="post: 8400078" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/316856/5E-RPG-Viking-Adventures?affiliate_id=17596" target="_blank">5E RPG: Viking Adventures</a></p><p>5e</p><p><strong>Gast:</strong> ?</p><p><strong>Geganger:</strong> ?</p><p><strong>Sending:</strong> ?</p><p><strong>Spoke:</strong> ?</p><p><strong>Svipa:</strong> ?</p><p><strong>Draugr:</strong> The draugr is an animated corpse that bursts from its grave. Worse, the corpse can grow in enormous size and is incredibly heavy. It is animated out of sheer jealousy. The draugr misses its old life and envies the living. </p><p><strong>Animated Corpse:</strong> ?</p><p><strong>Land Draugr:</strong> ?</p><p><strong>Draugr Spawn:</strong> A humanoid slain in this way [by a land draugr's bite] and then buried in the ground rises the following night as a draugr spawn under the draugr's control. </p><p><strong>Sea Draugr:</strong> The spirits of those who drowned at sea, sea-draugr are the size of bulls, dressed in oilskin coats, and have only seaweed for a head. </p><p><strong>Spirit:</strong> ?</p><p><strong>Fylgja Template:</strong> Only a beast can be a fylgja. </p><p><strong>Haugbui:</strong> The ketta (she-cat) is considered the "mother" of haugbui in the sense that the creature can create such spawn by inhabiting mounds. </p><p>Haugbui are stirred to undead life by a ketta's presence. They are extraterrestrial demonic forces that animate corpses for their own dark purposes. </p><p><strong>Rotting Corpse:</strong> ?</p><p><strong>Helhest:</strong> Helhests are the mounts of Hel, who rules over Helheim. Horses who are sacrificed are sent to Helheim, and she puts them to good use as mounts of terror and death. Knowing that a helhest can return from the dead if it is the first sacrifice, Vikings cut off one leg so that the corpse cannot easily climb out of the earth. This doesn't stop Hel from using them however, and the sound of their awkward three-legged canter is a sure sign of death and pestilence. </p><p><strong>Kyrkogrim:</strong> It is believed that the first being placed in a grave is doomed to guard it. This effectively condemns the humanoid to a ghostly half-life, so to avoid that fate the kyrkogrim was born. Rather than risk a human soul, the kyrkogrim is that of a boar that is buried alive in the graveyard. This burial ensures that it rises as a ghostly guardian, patrolling its chosen graveyard. </p><p><strong>Spectral Boar:</strong> ?</p><p><strong>Undead:</strong> ?</p><p><strong>Hostile Undead:</strong> ?</p><p><strong>Angry Dead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghostly Guardian:</strong> ?</p><p><strong>Mummy:</strong> If this effect [an eikthyrnir's nightmare haunting] reduces the target's hit point maximum to 0, the target dies, and if the target was evil, it rises as a mummy under the eikthyrnir's control. </p><p><strong>Poltergeist:</strong> ?</p><p><strong>Skeletal Horse:</strong> ?</p><p><strong>Specter:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Zombie That Can Speak, Undead Servant:</strong> <em>Tolf</em> spell.</p><p></p><p>Tolf</p><p>6th level necromancy </p><p>Casting Time: 1 minute </p><p>Range: 60 feet </p><p>Components: V </p><p>Duration: Instantaneous </p><p>Classes: Bard, Wizard </p><p>This spell creates an undead servant from up to six Medium or Small humanoid corpses within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a zombie that can speak. You can [ask]the zombie up to five questions. The zombie knows only what it knew in life, including the languages it knew. Answers are usually brief but truthful. On each of your turns, you can use a bonus action to mentally command any zombie you made with this spell if the zombie is within 60 feet of you (if you control multiple zombies, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the zombie will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the zombie only defends itself against hostile zombies. Once given an order, the zombie continues to follow it until its task is complete. The zombie is under your control for 24 hours, after which it stops obeying any command you’ve given it.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8400078, member: 2209"] [URL=https://www.drivethrurpg.com/product/316856/5E-RPG-Viking-Adventures?affiliate_id=17596]5E RPG: Viking Adventures[/URL] 5e [b]Gast:[/b] ? [b]Geganger:[/b] ? [b]Sending:[/b] ? [b]Spoke:[/b] ? [b]Svipa:[/b] ? [b]Draugr:[/b] The draugr is an animated corpse that bursts from its grave. Worse, the corpse can grow in enormous size and is incredibly heavy. It is animated out of sheer jealousy. The draugr misses its old life and envies the living. [b]Animated Corpse:[/b] ? [b]Land Draugr:[/b] ? [b]Draugr Spawn:[/b] A humanoid slain in this way [by a land draugr's bite] and then buried in the ground rises the following night as a draugr spawn under the draugr's control. [b]Sea Draugr:[/b] The spirits of those who drowned at sea, sea-draugr are the size of bulls, dressed in oilskin coats, and have only seaweed for a head. [b]Spirit:[/b] ? [b]Fylgja Template:[/b] Only a beast can be a fylgja. [b]Haugbui:[/b] The ketta (she-cat) is considered the "mother" of haugbui in the sense that the creature can create such spawn by inhabiting mounds. Haugbui are stirred to undead life by a ketta's presence. They are extraterrestrial demonic forces that animate corpses for their own dark purposes. [b]Rotting Corpse:[/b] ? [b]Helhest:[/b] Helhests are the mounts of Hel, who rules over Helheim. Horses who are sacrificed are sent to Helheim, and she puts them to good use as mounts of terror and death. Knowing that a helhest can return from the dead if it is the first sacrifice, Vikings cut off one leg so that the corpse cannot easily climb out of the earth. This doesn't stop Hel from using them however, and the sound of their awkward three-legged canter is a sure sign of death and pestilence. [b]Kyrkogrim:[/b] It is believed that the first being placed in a grave is doomed to guard it. This effectively condemns the humanoid to a ghostly half-life, so to avoid that fate the kyrkogrim was born. Rather than risk a human soul, the kyrkogrim is that of a boar that is buried alive in the graveyard. This burial ensures that it rises as a ghostly guardian, patrolling its chosen graveyard. [b]Spectral Boar:[/b] ? [b]Undead:[/b] ? [b]Hostile Undead:[/b] ? [b]Angry Dead:[/b] ? [b]Ghost:[/b] ? [b]Ghostly Guardian:[/b] ? [b]Mummy:[/b] If this effect [an eikthyrnir's nightmare haunting] reduces the target's hit point maximum to 0, the target dies, and if the target was evil, it rises as a mummy under the eikthyrnir's control. [b]Poltergeist:[/b] ? [b]Skeletal Horse:[/b] ? [b]Specter:[/b] ? [b]Zombie:[/b] ? [b]Zombie That Can Speak, Undead Servant:[/b] [i]Tolf[/i] spell. Tolf 6th level necromancy Casting Time: 1 minute Range: 60 feet Components: V Duration: Instantaneous Classes: Bard, Wizard This spell creates an undead servant from up to six Medium or Small humanoid corpses within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a zombie that can speak. You can [ask]the zombie up to five questions. The zombie knows only what it knew in life, including the languages it knew. Answers are usually brief but truthful. On each of your turns, you can use a bonus action to mentally command any zombie you made with this spell if the zombie is within 60 feet of you (if you control multiple zombies, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the zombie will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the zombie only defends itself against hostile zombies. Once given an order, the zombie continues to follow it until its task is complete. The zombie is under your control for 24 hours, after which it stops obeying any command you’ve given it. [/QUOTE]
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