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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 8470386" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/234304/Eldritch-Lairs-for-5th-Edition?affiliate_id=17596" target="_blank">Eldritch Lairs for 5th Edition</a></p><p>5e</p><p><strong>Undead:</strong> ?</p><p><strong>Undead Servant:</strong> Petring was once a butler who served the lord and lady of Feycircle, but withdrew from service when he began experiencing apocalyptic dreams; every night he saw Anax Apogeion, one of the Great Old Ones that menace the Western Wastes, swallow up his little town. He prayed to every god he could think of, but only Qorgeth responded. The demon lord manipulated Petring into corrupting the corpses of Feycircle’s ancient dead into his own undead servants.</p><p><strong>Fanatical Undead Follower:</strong> ?</p><p><strong>Undead Follower:</strong> ?</p><p><strong>Undead Thrall:</strong> ?</p><p><strong>Undead Priest:</strong> He is a prisoner of the undead priests that Qorgeth used him to create.</p><p><strong>Undead Thug:</strong> ?</p><p><strong>Undead Guard:</strong> ?</p><p><strong>Undead Abomination:</strong> A trio of wights protect the Wormhearts’ future sacrifices from living intruders. They were once mortal worshipers of Qorgeth trapped in undeath by some damning bargain, and exist solely to drain souls from their living foes and transform them into undead abominations, just as Qorgeth did to them.</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Undead Hands, Skeletal Hands:</strong> ?</p><p><strong>Undead Cult Fanatic:</strong> ?</p><p><strong>Undead Minion of Decay:</strong> ?</p><p><strong>Undead Jailer:</strong> ?</p><p><strong>Mindless Obedient Undead:</strong> ?</p><p><strong>Undead Master:</strong> ?</p><p><strong>Undead Animal:</strong> ?</p><p><strong>Ghoul:</strong> Four ghouls hang by thumbscrews in the north of the room—the reanimated remains of fatally tortured prisoners.</p><p>Dead Man's Dice magic item.</p><p><strong>Ghoulish Master:</strong> ?</p><p><strong>Armed Ghoul:</strong> ?</p><p><strong>Calmed Slave, Brain-Dead Ghoul, Calmed Ghoul:</strong> A calmed slave is murdered as cleanly as possible—without damaging muscle or bone—and reanimated as a mindless, obedient undead.</p><p><strong>Ghast:</strong> In the third round [of the Undying Tournament], the remaining combatants fight in a free-for-all. There is a twist, however: after 3 rounds, a wave of necromantic energy sweeps through the arena, reanimating all humanoids who have died so far as ghasts.</p><p><strong>Flaming Skeleton:</strong> ?</p><p><strong>Skeleton, Typical Skeleton:</strong> ?</p><p><strong>Skeletal Servant of Nakresh, Blindfolded Skeleton:</strong> ?</p><p><strong>Specter, Specter Retainer:</strong> ?</p><p><strong>Specter:</strong> Two specters haunt the Blood Procession, remnants of donors who died in the process of providing sustenance to the Shroud-eaters in years past when this was still a Sanguine Shrine. The specters, composed of undying hatred fueled by their untimely deaths, strike at any living creatures in the hallway that aren’t under the protection of Sister Alkava—in this case, the player characters.</p><p><strong>Vampiric Shroud-Eater:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Spawn:</strong> ?</p><p><strong>Krythitas, Wight:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wight, Undead Defender:</strong> These four wights were created from the bodies of some of the villagers who arrived as part of the first tribute, used to power the Blood Cauldrons and prepared in case Sister Alkava needed undead defenders.</p><p><strong>Wight, Undead Abomination:</strong> A trio of wights protect the Wormhearts’ future sacrifices from living intruders. They were once mortal worshipers of Qorgeth trapped in undeath by some damning bargain, and exist solely to drain souls from their living foes and transform them into undead abominations, just as Qorgeth did to them.</p><p><strong>Will-o'-Wisp:</strong> ?</p><p><strong>Hassan, Wraith, Spirit:</strong> ?</p><p><strong>Tymande Firestorm. Wraith, Spirit:</strong> ?</p><p><strong>Wraith:</strong>?</p><p><strong>Captured Wraith:</strong> ?</p><p><strong>Zombie:</strong> The wormhearted suffragan in Area 8 transformed these warriors into zombies.</p><p>If the PCs enter from the south, two wormhearted suffragans arrive from the northern passage, each dragging two corpses. They hiss when they see the characters and one spends its first action to cast animate dead to turn the corpses into zombies, while the other begins by casting hold person on the best-armored PC.</p><p><strong>Hulking Ogre Zombie, Ogre Zombie:</strong> ?</p><p><strong>Placid Zombie:</strong> ?</p><p><strong>Wild Animal Zombie, Zombified Animal:</strong> ?</p><p><strong>Wild Animal Zombie, Zombified Animal Elephant:</strong> ?</p><p><strong>Wild Animal Zombie, Zombified Animal Giant Boar:</strong> ?</p><p><strong>Wild Animal Zombie, Zombified Animal Tiger:</strong> ?</p><p><strong>Wild Animal Zombie, Zombified Animal Lion:</strong> ?</p><p><strong>Wild Animal Zombie, Zombified Animal Winter Wolf:</strong> ?</p><p><strong>Wild Animal Zombie, Zombified Animal Wyvern:</strong> ?</p><p><strong>Wormhearted Suffragan:</strong> The wormhearted suffragans animated by Petring’s misguided rituals singlemindedly pursue the task at hand: summoning the malakbel or killing their enemies, in order of immediate importance.</p><p><strong>Darakhul:</strong> ?</p><p><strong>Snarling Darakhul:</strong> ?</p><p><strong>Darakhul Prison Guard:</strong> ?</p><p><strong>Darakhul Captor:</strong> ?</p><p><strong>Darakhul Nobility:</strong> ?</p><p><strong>Duke Radu Kopecs, Lord of Gonderiff, Darakhul Noble, Regal Ghoul:</strong> ?</p><p><strong>Darakhul Bodyguard:</strong> ?</p><p><strong>The Masked Warden, Bone Collective:</strong> ?</p><p><strong>Beggar Ghoul, Ragged Emaciated Ghoul:</strong> ?</p><p></p><p>2d6</p><p>Dead Man’s Dice Effect</p><p>2</p><p>Death. Succeed on a Constitution saving throw or die immediately, only to rise within 24 hours as some variety of ghoul (DM's discretion).</p><p>3</p><p>Sickness. Vomit and become poisoned until completing a long rest.</p><p>4</p><p>Hourglass. Age 10 years, instantly.</p><p>5</p><p>Covetous. Overcome with desires for others' belongings.</p><p>6</p><p>Decay. Reduce max HP by 6.</p><p>7</p><p>Luck. Roll again twice, applying both effects (only happens once per character).</p><p>8</p><p>Visions. Gain inspiration.</p><p>9</p><p>Quickness. Gain advantage on your next Dexterity saving throw.</p><p>10</p><p>Brawn. +1d4 bonus damage on physical attacks until completing a long rest.</p><p>11</p><p>Wealth. A mundane item in the character’s bag is turned to gold.</p><p>12</p><p>Favor. Gain advantage on your next 3 skill or ability checks.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8470386, member: 2209"] [URL='https://www.drivethrurpg.com/product/234304/Eldritch-Lairs-for-5th-Edition?affiliate_id=17596']Eldritch Lairs for 5th Edition[/URL] 5e [B]Undead:[/B] ? [B]Undead Servant:[/B] Petring was once a butler who served the lord and lady of Feycircle, but withdrew from service when he began experiencing apocalyptic dreams; every night he saw Anax Apogeion, one of the Great Old Ones that menace the Western Wastes, swallow up his little town. He prayed to every god he could think of, but only Qorgeth responded. The demon lord manipulated Petring into corrupting the corpses of Feycircle’s ancient dead into his own undead servants. [B]Fanatical Undead Follower:[/B] ? [B]Undead Follower:[/B] ? [B]Undead Thrall:[/B] ? [B]Undead Priest:[/B] He is a prisoner of the undead priests that Qorgeth used him to create. [B]Undead Thug:[/B] ? [B]Undead Guard:[/B] ? [B]Undead Abomination:[/B] A trio of wights protect the Wormhearts’ future sacrifices from living intruders. They were once mortal worshipers of Qorgeth trapped in undeath by some damning bargain, and exist solely to drain souls from their living foes and transform them into undead abominations, just as Qorgeth did to them. [B]Undead Minion:[/B] ? [B]Undead Hands, Skeletal Hands:[/B] ? [B]Undead Cult Fanatic:[/B] ? [B]Undead Minion of Decay:[/B] ? [B]Undead Jailer:[/B] ? [B]Mindless Obedient Undead:[/B] ? [B]Undead Master:[/B] ? [B]Undead Animal:[/B] ? [B]Ghoul:[/B] Four ghouls hang by thumbscrews in the north of the room—the reanimated remains of fatally tortured prisoners. Dead Man's Dice magic item. [B]Ghoulish Master:[/B] ? [B]Armed Ghoul:[/B] ? [B]Calmed Slave, Brain-Dead Ghoul, Calmed Ghoul:[/B] A calmed slave is murdered as cleanly as possible—without damaging muscle or bone—and reanimated as a mindless, obedient undead. [B]Ghast:[/B] In the third round [of the Undying Tournament], the remaining combatants fight in a free-for-all. There is a twist, however: after 3 rounds, a wave of necromantic energy sweeps through the arena, reanimating all humanoids who have died so far as ghasts. [B]Flaming Skeleton:[/B] ? [B]Skeleton, Typical Skeleton:[/B] ? [B]Skeletal Servant of Nakresh, Blindfolded Skeleton:[/B] ? [B]Specter, Specter Retainer:[/B] ? [B]Specter:[/B] Two specters haunt the Blood Procession, remnants of donors who died in the process of providing sustenance to the Shroud-eaters in years past when this was still a Sanguine Shrine. The specters, composed of undying hatred fueled by their untimely deaths, strike at any living creatures in the hallway that aren’t under the protection of Sister Alkava—in this case, the player characters. [B]Vampiric Shroud-Eater:[/B] ? [B]Vampire:[/B] ? [B]Vampire Spawn:[/B] ? [B]Krythitas, Wight:[/B] ? [B]Wight:[/B] ? [B]Wight, Undead Defender:[/B] These four wights were created from the bodies of some of the villagers who arrived as part of the first tribute, used to power the Blood Cauldrons and prepared in case Sister Alkava needed undead defenders. [B]Wight, Undead Abomination:[/B] A trio of wights protect the Wormhearts’ future sacrifices from living intruders. They were once mortal worshipers of Qorgeth trapped in undeath by some damning bargain, and exist solely to drain souls from their living foes and transform them into undead abominations, just as Qorgeth did to them. [B]Will-o'-Wisp:[/B] ? [B]Hassan, Wraith, Spirit:[/B] ? [B]Tymande Firestorm. Wraith, Spirit:[/B] ? [B]Wraith:[/B]? [B]Captured Wraith:[/B] ? [B]Zombie:[/B] The wormhearted suffragan in Area 8 transformed these warriors into zombies. If the PCs enter from the south, two wormhearted suffragans arrive from the northern passage, each dragging two corpses. They hiss when they see the characters and one spends its first action to cast animate dead to turn the corpses into zombies, while the other begins by casting hold person on the best-armored PC. [B]Hulking Ogre Zombie, Ogre Zombie:[/B] ? [B]Placid Zombie:[/B] ? [B]Wild Animal Zombie, Zombified Animal:[/B] ? [B]Wild Animal Zombie, Zombified Animal Elephant:[/B] ? [B]Wild Animal Zombie, Zombified Animal Giant Boar:[/B] ? [B]Wild Animal Zombie, Zombified Animal Tiger:[/B] ? [B]Wild Animal Zombie, Zombified Animal Lion:[/B] ? [B]Wild Animal Zombie, Zombified Animal Winter Wolf:[/B] ? [B]Wild Animal Zombie, Zombified Animal Wyvern:[/B] ? [B]Wormhearted Suffragan:[/B] The wormhearted suffragans animated by Petring’s misguided rituals singlemindedly pursue the task at hand: summoning the malakbel or killing their enemies, in order of immediate importance. [B]Darakhul:[/B] ? [B]Snarling Darakhul:[/B] ? [B]Darakhul Prison Guard:[/B] ? [B]Darakhul Captor:[/B] ? [B]Darakhul Nobility:[/B] ? [B]Duke Radu Kopecs, Lord of Gonderiff, Darakhul Noble, Regal Ghoul:[/B] ? [B]Darakhul Bodyguard:[/B] ? [B]The Masked Warden, Bone Collective:[/B] ? [B]Beggar Ghoul, Ragged Emaciated Ghoul:[/B] ? 2d6 Dead Man’s Dice Effect 2 Death. Succeed on a Constitution saving throw or die immediately, only to rise within 24 hours as some variety of ghoul (DM's discretion). 3 Sickness. Vomit and become poisoned until completing a long rest. 4 Hourglass. Age 10 years, instantly. 5 Covetous. Overcome with desires for others' belongings. 6 Decay. Reduce max HP by 6. 7 Luck. Roll again twice, applying both effects (only happens once per character). 8 Visions. Gain inspiration. 9 Quickness. Gain advantage on your next Dexterity saving throw. 10 Brawn. +1d4 bonus damage on physical attacks until completing a long rest. 11 Wealth. A mundane item in the character’s bag is turned to gold. 12 Favor. Gain advantage on your next 3 skill or ability checks. [/QUOTE]
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