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<blockquote data-quote="Voadam" data-source="post: 8644017" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/195031/Quests-of-Doom-Volume-1-5E?affiliate_id=17596" target="_blank">Quests of Doom Volume 1 (5e)</a></p><p>5e</p><p><strong>Bone Guardian:</strong> ?</p><p><strong>Skeletal Red Dragon:</strong> ?</p><p><strong>Stone Giant Zombie:</strong> ?</p><p><strong>Bloodtooth, The Great Bloodtooth, The Mighty Bloodtooth, Very Large Crocodile With Glowing Red Eyes:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> These are the quarters of Chandylbor, the apprentice cloud giant necromancer. His room is not nearly as spacious as his master’s but, like Bregucar, he spends much of his time in the animation area preparing new undead.</p><p><strong>Animated Undead:</strong> ?</p><p><strong>Undead Giant:</strong> ?</p><p><strong>Undead Threat:</strong> ?</p><p><strong>Undead Dragon:</strong> ?</p><p><strong>Undead Enemy:</strong> ?</p><p><strong>Undead Minion:</strong> ?</p><p><strong>Non-Corporeal Undead, Noncorporeal Undead:</strong> As a further insult, Set turned many of Mi’Tang’s most loyal disciples into non-corporeal undead.</p><p><strong>Undead Form of Black Pudding:</strong> ?</p><p><strong>Flameskull:</strong> ?</p><p><strong>Dark Figure:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Rall, Ghoul:</strong> Rall was richly rewarded for his treachery; Suey slit his throat and practiced his power by raising Rall as a ghoul and then locking him inside the cooper’s house and workshop.</p><p><strong>Jo'Mena, Ghoul, Pitiful Ghoul:</strong> Jo’Mena was a spoiled chieftain’s son of the Bu’ulamin tribe. His mother was a half-hag. Jo’Mena had a penchant for taking things that were not his. He thought fit to sneak into the ruin and find the secret entrance to the Underguild’s infamous sewers. That was 10 years ago. Finding the fountain above the sewer entrance, he flipped the switch and descended the staircase, entering the room of swirling archways. Entering the swirling yellow archway, he found himself face to face with Go’Loke, who offered him a game of chance: the pile of treasure he had collected from 180 years of dead adventurers wagered against Jo’Mena’s soul. Of course Jo’Mena bet his soul and lost, being transformed almost instantly into the pitiful ghoul that he is today.</p><p><strong>Eshtartha, Lich:</strong> Unfortunately, sealed inside this sarcophagus is Eshtartha, a lich and former advisor and lover of C’nosretep. He wanted her to join him in eternity as a vampire, but she defied him and instead transformed herself into a lich to increase her power as a spellcaster.</p><p>Eshtartha was imprisoned so quickly that she never had time to fully develop her power as a lich. Because of this, her spells top out at 6th level and she can’t take legendary actions.</p><p><strong>Mummy:</strong> ?</p><p><strong>Asari, Mummy Lord:</strong> With Arden’s destruction, his following waned. Yet the preserved relics—elements of his divine being—prevented Arden’s foes from overcoming his temples. What the relics could not prevent was the treachery of Asari, a high priest of Arden at the temple where the globe was stored. Asari grew jealous and bitter over his loss of personal power, which followed the destruction of his deity. With his spell powers failing and followers dwindling, he entertained the overtures of the frog-god Tsathogga, who promised to restore Asari’s earthly power. As his final act of betrayal, Asari stole the globe of Arden from the temple’s inner sanctuary and fled before the other priests detected his treachery. He delivered the globe to the demon-priests who took the relic and hid it in a foreign and unpopulated land—a remote island, legends say—in a structure designed to hide the globe from Arden and his followers. Rumors suggest that the demon-priests of Tsathogga, a god of water and darkness, fashioned the complex’s entrance to mock Arden, a god of air and light. Legends also caution that Asari, the fallen priest, received great rewards from the gods of evil: renewed earthly power and the gift of unlife.</p><p>The priest is Asari, the fallen high priest of Arden who long ago stole the globe of Arden and delivered it to the priests of Tsathogga. Tsathogga rewarded Asari’s treachery with eternal life as a mummy lord, making him a consort to Dendorandra, the dark daughter.</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeletal Red Dragon, Skeletal Dragon, Skeletal Form of a Dragon, Great Skeletal Beast:</strong> ?</p><p><strong>Skeletal Red Dragon <strong>Improved Version</strong>, Skeletal Dragon Improved Version:</strong> Each has been modified by the necromancer giant to possess a breath weapon of razor-sharp bone shards with which to decimate foes.</p><p><strong>Humongus Skeletal Arms, Large Skeletal Arms:</strong> Skeletal Arm Trap trap.</p><p><strong>Pummeling Arm:</strong> Skeletal Arm Trap trap</p><p><strong>Grappling Arm:</strong> Skeletal Arm Trap trap</p><p><strong>Skeletal Snake, Animated Snake:</strong> Skeletal Snake Trap trap.</p><p><strong>Horrid Form:</strong> ?</p><p><strong>Two-Headed Three-Armed Skeletal Creature With Eyes That Burn With an Unholy Black-Blue Light:</strong> ?</p><p><strong>Great Bony Wyrm:</strong> ?</p><p><strong>Specter:</strong> [A]s an action, [the wraith] can reanimate a creature slain within 1 minute, within 10 ft. as a specter.</p><p><strong>Summoned Specter, Undead Spirit:</strong> ?</p><p><strong>Hungry Spirit:</strong> ?</p><p><strong>C'nosretep, The Champion of Set, The Iron Fist of Set, Vampire:</strong> ?</p><p><strong>Vampire, Standard Vampire:</strong> ?</p><p><strong>Vampire Spawn:</strong> The Fountain of Blood.</p><p><strong>Vampire Minion:</strong> ?</p><p><strong>Giant Vampiric Constrictor Snake:</strong> ?</p><p><strong>Vampiric Rogue:</strong> ?</p><p><strong>Vampiric Opponent:</strong> ?</p><p><strong>Vampiric Crocodile:</strong> ?</p><p><strong>Jandillar the Safecracker, Vampire Spawn:</strong> ?</p><p><strong>Memze the Lame, Vampire Spawn:</strong> ?</p><p><strong>F'huge Kneebreaker, Vampire Spawn, Vampiric Ogre, Hulking Brute:</strong> ?</p><p><strong>Hethel, The Acolyte of Thanatos, Vampire Spawn, Hate-Filled Servant of Ykthool, Servant of the Fountains of Blood:</strong> ?</p><p><strong>Syther Cross, Vampire:</strong> ?</p><p><strong>Manco Money-Tongue, Halfling Vampire Spawn:</strong> ?</p><p><strong>Free-Willed Vampire:</strong> ?</p><p><strong>Weak Vampire:</strong> ?</p><p><strong>Hotchka, Medusa Vampire:</strong> This area chamber is the lair of Hotchka, a medusa whom Sangre transformed to the unliving nearly a hundred years ago.</p><p><strong>Cainbry, Vampire Spawn:</strong> ?</p><p><strong>Phryc the Unloved, Vampire Spawn:</strong> ?</p><p><strong>Vampiric Ooze:</strong> This is vampiric ooze, an undead form of black pudding formed by evil rituals that involve pouring a vampire’s blood poured into the creature.</p><p><strong>Horror:</strong> ?</p><p><strong>Ykthool, Standard Vampire With Spellcasting Ability, Vampire Priest:</strong> ?</p><p><strong>Guild Vampire:</strong> ?</p><p><strong>Sangre, The Hand of Death, Vampire, Vampiric Guildmaster:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> It is guarded by 4 wraiths—former monks killed by C’nosretep.</p><p><strong>The Cie Tzu, Wraith:</strong> Once the burial place of all members of the House of the Monkey, this chamber now houses the Cie Tzu, a former master now become a wraith. This room has been influenced by powerful evil forces, and Cie Tzu enjoys the benefits of a permanent protection from good spell.</p><p><strong>Giant Zombie:</strong> The cloud giants banded together to work an act of black magic and blasphemous ritual. First, they scoured the jagged mountains for the hidden burying grounds of their giant kin and great wyrms, prying the yellowed bones of dead titans from the earth and carting them back to their high peaks. The Stormbreakers called upon a long-forgotten ritual to tear the top from a mountain, transforming it into a floating island adrift on the winds. The collected bones were then used to build a mighty citadel on the broken peak, formed into a gleaming structure the giant necromancers dubbed “the Ossuary.” This magical holdfast would serve as their engine of vengeance against the encroaching wave of mankind.</p><p>The Stormbreakers stocked the floating keep with the supplies their campaign required: rotting corpses of giants and dragons plundered from the secret cemeteries; reagents and concoctions of darkest magic; and as many of their blasphemous kin as the Ossuary would hold. They then departed from the mountains, drifting down over the lands of mankind with hatred in their eyes.</p><p>The first villages had no inkling of the doom that awaited them. As the residents went about their business, the sun was suddenly blocked out by the floating Ossuary. The villagers watched in horror as giant zombies, the animated remains of the bodies unearthed in the graveyards, were dropped down upon their settlement, where they destroyed buildings and murdered the inhabitants.</p><p>The two robed giants are Bregucar and his apprentice, Chandylbor, cloud giant necromancers and scholars of the funeral arts. It is their duty to produce the giant zombie “bombs.” They are preparing another specimen now.</p><p><strong>Animated Remains:</strong> ?</p><p><strong>Stone Giant Zombie, Walking Rotted Corpse of a Dead Giant, Massive Zombie:</strong> ?</p><p><strong>Animated Dead:</strong> ?</p><p><strong>Fire Giant Zombie, Animated Fire Giant:</strong> Before animation, the fire giant corpse was cut open and its body was stuffed with containers of alchemist’s fire. The intent is to create a zombie that explodes into flames upon impact, spreading fire as it shambles through a settlement. By using a fire giant corpse, the necromancers hope to prolong its “lifespan” and increase the destruction it causes.</p><p><strong>Zombie That Explodes Into Flames Upon Impact:</strong> ?</p><p><strong>Zombie:</strong> The zombies were sent by the goblin shaman. Creating the zombies was a lot of effort for the shaman, and he must rest for several weeks afterward.</p><p><strong>Rotting Corpse of a Giant:</strong> ?</p><p></p><p>Failing to speak the word “gulgrotha” (the Giant word for boneyard) before entering the archway causes a pair of humungous skeletal arms to emerge from the surrounding walls of the corridor and attack the intruder.</p><p>Skeletal Arm Trap: Can be detected with a successful DC 20 Int (Investigation) check, and disarmed with thief’s tools and a successful DC 20 Dex check. If triggered, two Large skeletal arms emerge from the walls and attack each round. One arm grapples and the other arm pummels; the pummeling arm always targets a creature that is grappled by the other arm, if possible. Both arms are AC 8, and they have 50 hit points each. They are immune to piercing damage but vulnerable to bludgeoning damage. They automatically fail saving throws.</p><p>Pummeling Arm: +5 to hit (reach 20 ft.; one creature). Hit: 2d10 + 5 bludgeoning damage. A creature grappled by the grappling arm is hit automatically by this attack.</p><p>Grappling Arm: +6 Str check vs. target’s Str (Athletics) or Dex (Acrobatics) check (reach 20 ft.; one creature). Success: target is grappled.</p><p></p><p>Failing to speak the word “tromuldah” (the Giant word for decay) before entering the archway causes the skeletal snake to animate and strike at intruders.</p><p>Skeletal Snake Trap: Can be detected with a successful DC 20 Int (Investigation) and disarmed with thief’s tools a successful DC 20 Dex check. If triggered, a skeletal snake animates and attacks. The animated snake is AC 11 and has 60 hit points. It is vulnerable to bludgeoning damage and automatically fails saving throws.</p><p>Skeletal Snake Bite: +8 to hit (reach 20 ft.; one creature). Hit: 1d10 + 8 piercing damage and the target must make a successful DC 14 Con saving throw or take 2d6 poison damage.</p><p></p><p>The Fountain of Blood</p><p>This 6-foot-wide stone bowl filled with blood dominating the back wall of the chamber emanates a powerful magical aura. The bowl detects as evil and magical. If characters use detect magic, they learn that it radiates strong conjuration and necromancy magic. Searching the bowl reveals an ancient script. A DC 15 Int (History) check (or comprehend languages) translates the following words.</p><p>“Through the blood of ancients the passage revealed, darkened path of nightmares wield.”</p><p>Entering the fountain instantly teleports individuals to Area 15. All individuals passing through the fountain must make a successful DC 14 Con saving throw or be transformed instantly into a vampire spawn!</p><p>Paladins or clerics of lawful good alignment who pass through the pool of blood without first casting bless on the fountain or on themselves suffer a –2 penalty to all attack rolls, saving throws, and ability checks for the duration of their stay within the Sewers of the Underguild.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8644017, member: 2209"] [URL='https://www.drivethrurpg.com/product/195031/Quests-of-Doom-Volume-1-5E?affiliate_id=17596']Quests of Doom Volume 1 (5e)[/URL] 5e [B]Bone Guardian:[/B] ? [B]Skeletal Red Dragon:[/B] ? [B]Stone Giant Zombie:[/B] ? [B]Bloodtooth, The Great Bloodtooth, The Mighty Bloodtooth, Very Large Crocodile With Glowing Red Eyes:[/B] ? [B]Undead, Undead Creature:[/B] These are the quarters of Chandylbor, the apprentice cloud giant necromancer. His room is not nearly as spacious as his master’s but, like Bregucar, he spends much of his time in the animation area preparing new undead. [B]Animated Undead:[/B] ? [B]Undead Giant:[/B] ? [B]Undead Threat:[/B] ? [B]Undead Dragon:[/B] ? [B]Undead Enemy:[/B] ? [B]Undead Minion:[/B] ? [B]Non-Corporeal Undead, Noncorporeal Undead:[/B] As a further insult, Set turned many of Mi’Tang’s most loyal disciples into non-corporeal undead. [B]Undead Form of Black Pudding:[/B] ? [B]Flameskull:[/B] ? [B]Dark Figure:[/B] ? [B]Ghost:[/B] ? [B]Rall, Ghoul:[/B] Rall was richly rewarded for his treachery; Suey slit his throat and practiced his power by raising Rall as a ghoul and then locking him inside the cooper’s house and workshop. [B]Jo'Mena, Ghoul, Pitiful Ghoul:[/B] Jo’Mena was a spoiled chieftain’s son of the Bu’ulamin tribe. His mother was a half-hag. Jo’Mena had a penchant for taking things that were not his. He thought fit to sneak into the ruin and find the secret entrance to the Underguild’s infamous sewers. That was 10 years ago. Finding the fountain above the sewer entrance, he flipped the switch and descended the staircase, entering the room of swirling archways. Entering the swirling yellow archway, he found himself face to face with Go’Loke, who offered him a game of chance: the pile of treasure he had collected from 180 years of dead adventurers wagered against Jo’Mena’s soul. Of course Jo’Mena bet his soul and lost, being transformed almost instantly into the pitiful ghoul that he is today. [B]Eshtartha, Lich:[/B] Unfortunately, sealed inside this sarcophagus is Eshtartha, a lich and former advisor and lover of C’nosretep. He wanted her to join him in eternity as a vampire, but she defied him and instead transformed herself into a lich to increase her power as a spellcaster. Eshtartha was imprisoned so quickly that she never had time to fully develop her power as a lich. Because of this, her spells top out at 6th level and she can’t take legendary actions. [B]Mummy:[/B] ? [B]Asari, Mummy Lord:[/B] With Arden’s destruction, his following waned. Yet the preserved relics—elements of his divine being—prevented Arden’s foes from overcoming his temples. What the relics could not prevent was the treachery of Asari, a high priest of Arden at the temple where the globe was stored. Asari grew jealous and bitter over his loss of personal power, which followed the destruction of his deity. With his spell powers failing and followers dwindling, he entertained the overtures of the frog-god Tsathogga, who promised to restore Asari’s earthly power. As his final act of betrayal, Asari stole the globe of Arden from the temple’s inner sanctuary and fled before the other priests detected his treachery. He delivered the globe to the demon-priests who took the relic and hid it in a foreign and unpopulated land—a remote island, legends say—in a structure designed to hide the globe from Arden and his followers. Rumors suggest that the demon-priests of Tsathogga, a god of water and darkness, fashioned the complex’s entrance to mock Arden, a god of air and light. Legends also caution that Asari, the fallen priest, received great rewards from the gods of evil: renewed earthly power and the gift of unlife. The priest is Asari, the fallen high priest of Arden who long ago stole the globe of Arden and delivered it to the priests of Tsathogga. Tsathogga rewarded Asari’s treachery with eternal life as a mummy lord, making him a consort to Dendorandra, the dark daughter. [B]Shadow:[/B] ? [B]Skeletal Red Dragon, Skeletal Dragon, Skeletal Form of a Dragon, Great Skeletal Beast:[/B] ? [B]Skeletal Red Dragon [B]Improved Version[/B], Skeletal Dragon Improved Version:[/B] Each has been modified by the necromancer giant to possess a breath weapon of razor-sharp bone shards with which to decimate foes. [B]Humongus Skeletal Arms, Large Skeletal Arms:[/B] Skeletal Arm Trap trap. [B]Pummeling Arm:[/B] Skeletal Arm Trap trap [B]Grappling Arm:[/B] Skeletal Arm Trap trap [B]Skeletal Snake, Animated Snake:[/B] Skeletal Snake Trap trap. [B]Horrid Form:[/B] ? [B]Two-Headed Three-Armed Skeletal Creature With Eyes That Burn With an Unholy Black-Blue Light:[/B] ? [B]Great Bony Wyrm:[/B] ? [B]Specter:[/B] [A]s an action, [the wraith] can reanimate a creature slain within 1 minute, within 10 ft. as a specter. [B]Summoned Specter, Undead Spirit:[/B] ? [B]Hungry Spirit:[/B] ? [B]C'nosretep, The Champion of Set, The Iron Fist of Set, Vampire:[/B] ? [B]Vampire, Standard Vampire:[/B] ? [B]Vampire Spawn:[/B] The Fountain of Blood. [B]Vampire Minion:[/B] ? [B]Giant Vampiric Constrictor Snake:[/B] ? [B]Vampiric Rogue:[/B] ? [B]Vampiric Opponent:[/B] ? [B]Vampiric Crocodile:[/B] ? [B]Jandillar the Safecracker, Vampire Spawn:[/B] ? [B]Memze the Lame, Vampire Spawn:[/B] ? [B]F'huge Kneebreaker, Vampire Spawn, Vampiric Ogre, Hulking Brute:[/B] ? [B]Hethel, The Acolyte of Thanatos, Vampire Spawn, Hate-Filled Servant of Ykthool, Servant of the Fountains of Blood:[/B] ? [B]Syther Cross, Vampire:[/B] ? [B]Manco Money-Tongue, Halfling Vampire Spawn:[/B] ? [B]Free-Willed Vampire:[/B] ? [B]Weak Vampire:[/B] ? [B]Hotchka, Medusa Vampire:[/B] This area chamber is the lair of Hotchka, a medusa whom Sangre transformed to the unliving nearly a hundred years ago. [B]Cainbry, Vampire Spawn:[/B] ? [B]Phryc the Unloved, Vampire Spawn:[/B] ? [B]Vampiric Ooze:[/B] This is vampiric ooze, an undead form of black pudding formed by evil rituals that involve pouring a vampire’s blood poured into the creature. [B]Horror:[/B] ? [B]Ykthool, Standard Vampire With Spellcasting Ability, Vampire Priest:[/B] ? [B]Guild Vampire:[/B] ? [B]Sangre, The Hand of Death, Vampire, Vampiric Guildmaster:[/B] ? [B]Wight:[/B] ? [B]Wraith:[/B] It is guarded by 4 wraiths—former monks killed by C’nosretep. [B]The Cie Tzu, Wraith:[/B] Once the burial place of all members of the House of the Monkey, this chamber now houses the Cie Tzu, a former master now become a wraith. This room has been influenced by powerful evil forces, and Cie Tzu enjoys the benefits of a permanent protection from good spell. [B]Giant Zombie:[/B] The cloud giants banded together to work an act of black magic and blasphemous ritual. First, they scoured the jagged mountains for the hidden burying grounds of their giant kin and great wyrms, prying the yellowed bones of dead titans from the earth and carting them back to their high peaks. The Stormbreakers called upon a long-forgotten ritual to tear the top from a mountain, transforming it into a floating island adrift on the winds. The collected bones were then used to build a mighty citadel on the broken peak, formed into a gleaming structure the giant necromancers dubbed “the Ossuary.” This magical holdfast would serve as their engine of vengeance against the encroaching wave of mankind. The Stormbreakers stocked the floating keep with the supplies their campaign required: rotting corpses of giants and dragons plundered from the secret cemeteries; reagents and concoctions of darkest magic; and as many of their blasphemous kin as the Ossuary would hold. They then departed from the mountains, drifting down over the lands of mankind with hatred in their eyes. The first villages had no inkling of the doom that awaited them. As the residents went about their business, the sun was suddenly blocked out by the floating Ossuary. The villagers watched in horror as giant zombies, the animated remains of the bodies unearthed in the graveyards, were dropped down upon their settlement, where they destroyed buildings and murdered the inhabitants. The two robed giants are Bregucar and his apprentice, Chandylbor, cloud giant necromancers and scholars of the funeral arts. It is their duty to produce the giant zombie “bombs.” They are preparing another specimen now. [B]Animated Remains:[/B] ? [B]Stone Giant Zombie, Walking Rotted Corpse of a Dead Giant, Massive Zombie:[/B] ? [B]Animated Dead:[/B] ? [B]Fire Giant Zombie, Animated Fire Giant:[/B] Before animation, the fire giant corpse was cut open and its body was stuffed with containers of alchemist’s fire. The intent is to create a zombie that explodes into flames upon impact, spreading fire as it shambles through a settlement. By using a fire giant corpse, the necromancers hope to prolong its “lifespan” and increase the destruction it causes. [B]Zombie That Explodes Into Flames Upon Impact:[/B] ? [B]Zombie:[/B] The zombies were sent by the goblin shaman. Creating the zombies was a lot of effort for the shaman, and he must rest for several weeks afterward. [B]Rotting Corpse of a Giant:[/B] ? Failing to speak the word “gulgrotha” (the Giant word for boneyard) before entering the archway causes a pair of humungous skeletal arms to emerge from the surrounding walls of the corridor and attack the intruder. Skeletal Arm Trap: Can be detected with a successful DC 20 Int (Investigation) check, and disarmed with thief’s tools and a successful DC 20 Dex check. If triggered, two Large skeletal arms emerge from the walls and attack each round. One arm grapples and the other arm pummels; the pummeling arm always targets a creature that is grappled by the other arm, if possible. Both arms are AC 8, and they have 50 hit points each. They are immune to piercing damage but vulnerable to bludgeoning damage. They automatically fail saving throws. Pummeling Arm: +5 to hit (reach 20 ft.; one creature). Hit: 2d10 + 5 bludgeoning damage. A creature grappled by the grappling arm is hit automatically by this attack. Grappling Arm: +6 Str check vs. target’s Str (Athletics) or Dex (Acrobatics) check (reach 20 ft.; one creature). Success: target is grappled. Failing to speak the word “tromuldah” (the Giant word for decay) before entering the archway causes the skeletal snake to animate and strike at intruders. Skeletal Snake Trap: Can be detected with a successful DC 20 Int (Investigation) and disarmed with thief’s tools a successful DC 20 Dex check. If triggered, a skeletal snake animates and attacks. The animated snake is AC 11 and has 60 hit points. It is vulnerable to bludgeoning damage and automatically fails saving throws. Skeletal Snake Bite: +8 to hit (reach 20 ft.; one creature). Hit: 1d10 + 8 piercing damage and the target must make a successful DC 14 Con saving throw or take 2d6 poison damage. The Fountain of Blood This 6-foot-wide stone bowl filled with blood dominating the back wall of the chamber emanates a powerful magical aura. The bowl detects as evil and magical. If characters use detect magic, they learn that it radiates strong conjuration and necromancy magic. Searching the bowl reveals an ancient script. A DC 15 Int (History) check (or comprehend languages) translates the following words. “Through the blood of ancients the passage revealed, darkened path of nightmares wield.” Entering the fountain instantly teleports individuals to Area 15. All individuals passing through the fountain must make a successful DC 14 Con saving throw or be transformed instantly into a vampire spawn! Paladins or clerics of lawful good alignment who pass through the pool of blood without first casting bless on the fountain or on themselves suffer a –2 penalty to all attack rolls, saving throws, and ability checks for the duration of their stay within the Sewers of the Underguild. [/QUOTE]
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