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<blockquote data-quote="Voadam" data-source="post: 8676503" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/197803/Scarred-Lands-Players-Guide-OGL-5e?affiliate_id=17596" target="_blank">Scarred Lands Player's Guide (OGL 5e)</a></p><p>5e</p><p><strong>Night-Touched:</strong> The night-touched are one of many varieties of creatures created by Hrinruuk, it is said — in this case, an experiment that combined the essence of demonic outsiders with the negative energies of the shadow realms. The results were monstrous beings that are almost alive, part fiend and part undead. </p><p>Hrinruuk created several breeds of night-touched, each of which was granted different powers to make the chase more interesting. </p><p><strong>Night-Touched Controller:</strong> When Hrinruuk first created them, night-touched controllers had the ability to summon, control, and even create other life forms, but for some reason, since then, they have lost that ability and are now able to manipulate only the undead. </p><p><strong>Night-Touched Hound:</strong> Stories still told by titanspawn claim that Hrinruuk created these hounds as part of a game he devised for himself: He would set them loose after the same prey he sought, and then challenge himself to find, defeat, and capture the prey before the hounds could even track it down. </p><p><strong>Undead, Undead Creature:</strong> Chardun is selfish and egotistical, but not mindlessly violent like Vangal. He always seeks to rule, by any means necessary, and he attracts followers who seek dominion over both foes and fellows alike (including through animating them as undead). </p><p>Red Witch slitherin fight with magic, using charmed or summoned monsters or animating undead to do the physical fighting for them. </p><p>Death Domain Death's Master power.</p><p><strong>Sapient Undead:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Powerful Undead Ruler:</strong> ?</p><p><strong>Powerful Undead Being:</strong> ?</p><p><strong>Temporary Undead Minion:</strong> <em>Animate Undead Minion</em> spell.</p><p><strong>Incorporeal Undead Creature:</strong> ?</p><p><strong>Uncontrolled Undead:</strong> ?</p><p><strong>Rogue Undead:</strong> ?</p><p><strong>Grotesque Undead Experiment:</strong> ?</p><p><strong>Undead Guardian:</strong> ?</p><p><strong>Ghoulish Undead:</strong> ?</p><p><strong>Ilkusthra the Autumn King, Legendary Undead Druid:</strong> ?</p><p><strong>Undead Spirit:</strong> ?</p><p><strong>Simple Undead:</strong> When Hrinruuk first created them, night-touched controllers had the ability to summon, control, and even create other life forms, but for some reason, since then, they have lost that ability and are now able to manipulate only the undead. However, their mastery is so great that they can force spirits back into the material realm, animating simple undead seemingly at will. </p><p><strong>Undead Servitor:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost:</strong> The Divine War left a plague of ghosts, spirits, and walking dead in its wake, especially in places like the Devil’s March, the Festering Fields, and the Perforated Plains. </p><p>The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper. </p><p><strong>Spirit:</strong> The Divine War left a plague of ghosts, spirits, and walking dead in its wake, especially in places like the Devil’s March, the Festering Fields, and the Perforated Plains. </p><p><strong>Spirit of a Fallen Legionnaire Officer:</strong> The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper. </p><p><strong>Walking Dead:</strong> The Divine War left a plague of ghosts, spirits, and walking dead in its wake, especially in places like the Devil’s March, the Festering Fields, and the Perforated Plains. </p><p><strong>Kaav, Hateful Ghost, Fell Spirit:</strong> He is the last member of the titan cult, left to curse the gods who showed no mercy to his people or his empire. </p><p><strong>Ghostly Legionnaire:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghoul King of Huros:</strong> ?</p><p><strong>Ice Ghoul:</strong> ?</p><p><strong>Inhuman Ghoul:</strong> ?</p><p><strong>Emperor Laeren, Great Lich-Sorcerer:</strong> ?</p><p><strong>Shadow, Undead Shadow:</strong> The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper. </p><p><em>Shadow Traitor</em> spell.</p><p><strong>Skeleton:</strong> <em>Animate Undead Minion</em> spell.</p><p><em>Chardun's Army, Raise the Eternal Army</em> spell.</p><p><strong>Uncontrolled Skeleton:</strong> ?</p><p><strong>Specter:</strong> The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper. </p><p><strong>Wraith:</strong> The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper. </p><p><strong>Zombie, Mere Zombie:</strong> A humanoid slain by [a night-touched controller's life drain] attack rises 24 hours later as a zombie under the night-touched controller’s control, unless the humanoid is restored to life or its body is destroyed. </p><p><em>Animate Undead Minion</em> spell.</p><p><em>Chardun's Army, Raise the Eternal Army</em> spell.</p><p><strong>Uncontrolled Zombie:</strong> ?</p><p></p><p>Animate Undead Minion </p><p>1st-level necromancy </p><p>Followers of Chardun created this spell as a means for junior clerics to enslave the dead. Priests of Chardun see this magic as a way to gain a temporary guardian and strike fear into their enemies. Over time, the rituals to perform this black magic leaked out of religious circles and became secularized, so necromancers who use arcane power can now learn this spell. </p><p>Casting Time: 1 minute </p><p>Range: 10 feet </p><p>Components: V, S, M (part of a dead humanoid) </p><p>Duration: Concentration, up to 1 hour </p><p>This spell creates a temporary undead minion. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. The spell makes the bones into an undead skeleton or the corpse into a zombie (the DM has the creature’s statistics). You can use a bonus action to mentally command a creature you animated with this spell if the creature is within 30 feet of you. The creature follows your command until the task is complete. If it has no command, the target acts only to defend itself. </p><p>At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate or one additional undead for each slot level above 1st. Each creature must come from a different corpse or pile of bones. Whenever you take a bonus action to command your minions, you can give the same command to multiple creatures you animated with this spell. </p><p></p><p>Chardun’s Army </p><p>3rd-level necromancy (divine, true ritual) </p><p>Chardun originated this ritual, sometimes called raise the eternal army, during a crucial battle in the Titanswar. The Great General’s forces took heavy losses destroying a titanspawn horde, and Chardun had barely a moment to savor his hard-won victory when the titan Thulkas was reported approaching with another army. The Slaver knew his remaining troops would not be enough, so he devised this ritual for his worshipers to raise the remains of his original troops. His black magic won that day. </p><p>Casting Time: 3 hours </p><p>Range: Self (150-foot radius) </p><p>Components: V, S, M (a jeweled warscepter, which is not consumed in casting) </p><p>Duration: 3 days (see below) </p><p>You must cast this ritual so that it ends during nighttime. Corpses and bones of Small and Medium humanoids within a 150-foot radius of you animate as up to 40 undead under your control, assuming enough remains are present. Bones become skeletons and corpses become zombies. Alternatively, you can assert control over uncontrolled skeletons or zombies in the area, but the maximum number of undead created or controlled remains limited to 40. You can use a bonus action to mentally command any creature created or controlled with this ritual, as long as the creature is within 150 feet of you. To command multiple creatures at one time, you must issue them all the same command. When the duration ends, 75 percent of the undead created with this ritual are destroyed and turn to ash. The remaining undead become uncontrolled. However, if uncontrolled undead have a clear task remaining when they become uncontrolled, they tend to keep performing that task. </p><p>At Higher Levels. When you cast this ritual using a spell slot of 4th level or higher, the ritual’s radius and range of control doubles for each slot level above 3rd, to a maximum of 9,600 feet using a 9th-level slot. In addition, you can animate up to 10 more undead per slot level above 3rd. </p><p></p><p>Shadow Traitor</p><p>4th-level necromancy </p><p>Penumbral lords and followers of Belsameth use this spell often against their enemies, and both groups claim to have originated the spell. </p><p>Casting Time: 1 action </p><p>Range: 30 feet </p><p>Components: S, M (a drop of tar or pitch) </p><p>Duration: Instantaneous </p><p>You can cast this spell only in an area where no sunlight is present. Choose one humanoid or humanoid corpse that you can see within range. The target’s shadow becomes an undead shadow. If your target is a living humanoid, the shadow attacks the target until one or the other is destroyed. If the target is killed by the shadow or is already a corpse, then the shadow is under your control for 24 hours. </p><p>You can also cast this spell on an undead shadow you currently control to reassert control over it for another 24 hours, or you can include the shadow as if it were a ghoul when you cast create undead to reassert control over undead. </p><p>At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can choose one additional target for each slot level above 3rd. If you cast this spell to reassert control over shadows, you can reassert control over one additional shadow per slot level above 3rd. </p><p></p><p>Death’s Master </p><p>Starting at 17th level, you learn the finger of death spell. It counts as a cleric spell for you. You always have it prepared, and it doesn’t count against the number of spells you can prepare each day. </p><p>When you cast finger of death, you may add your Wisdom modifier to the necrotic damage you deal. You apply this extra damage after the target makes its saving throw. </p><p>When you kill a humanoid using finger of death, it rises under your command as any appropriate type of undead up to CR 4 that you choose, rather than rising as a mere zombie.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8676503, member: 2209"] [URL=https://www.drivethrurpg.com/product/197803/Scarred-Lands-Players-Guide-OGL-5e?affiliate_id=17596]Scarred Lands Player's Guide (OGL 5e)[/URL] 5e [b]Night-Touched:[/b] The night-touched are one of many varieties of creatures created by Hrinruuk, it is said — in this case, an experiment that combined the essence of demonic outsiders with the negative energies of the shadow realms. The results were monstrous beings that are almost alive, part fiend and part undead. Hrinruuk created several breeds of night-touched, each of which was granted different powers to make the chase more interesting. [b]Night-Touched Controller:[/b] When Hrinruuk first created them, night-touched controllers had the ability to summon, control, and even create other life forms, but for some reason, since then, they have lost that ability and are now able to manipulate only the undead. [b]Night-Touched Hound:[/b] Stories still told by titanspawn claim that Hrinruuk created these hounds as part of a game he devised for himself: He would set them loose after the same prey he sought, and then challenge himself to find, defeat, and capture the prey before the hounds could even track it down. [b]Undead, Undead Creature:[/b] Chardun is selfish and egotistical, but not mindlessly violent like Vangal. He always seeks to rule, by any means necessary, and he attracts followers who seek dominion over both foes and fellows alike (including through animating them as undead). Red Witch slitherin fight with magic, using charmed or summoned monsters or animating undead to do the physical fighting for them. Death Domain Death's Master power. [b]Sapient Undead:[/b] ? [b]Mindless Undead:[/b] ? [b]Powerful Undead Ruler:[/b] ? [b]Powerful Undead Being:[/b] ? [b]Temporary Undead Minion:[/b] [i]Animate Undead Minion[/i] spell. [b]Incorporeal Undead Creature:[/b] ? [b]Uncontrolled Undead:[/b] ? [b]Rogue Undead:[/b] ? [b]Grotesque Undead Experiment:[/b] ? [b]Undead Guardian:[/b] ? [b]Ghoulish Undead:[/b] ? [b]Ilkusthra the Autumn King, Legendary Undead Druid:[/b] ? [b]Undead Spirit:[/b] ? [b]Simple Undead:[/b] When Hrinruuk first created them, night-touched controllers had the ability to summon, control, and even create other life forms, but for some reason, since then, they have lost that ability and are now able to manipulate only the undead. However, their mastery is so great that they can force spirits back into the material realm, animating simple undead seemingly at will. [b]Undead Servitor:[/b] ? [b]Ghast:[/b] ? [b]Ghost:[/b] The Divine War left a plague of ghosts, spirits, and walking dead in its wake, especially in places like the Devil’s March, the Festering Fields, and the Perforated Plains. The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper. [b]Spirit:[/b] The Divine War left a plague of ghosts, spirits, and walking dead in its wake, especially in places like the Devil’s March, the Festering Fields, and the Perforated Plains. [b]Spirit of a Fallen Legionnaire Officer:[/b] The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper. [b]Walking Dead:[/b] The Divine War left a plague of ghosts, spirits, and walking dead in its wake, especially in places like the Devil’s March, the Festering Fields, and the Perforated Plains. [b]Kaav, Hateful Ghost, Fell Spirit:[/b] He is the last member of the titan cult, left to curse the gods who showed no mercy to his people or his empire. [b]Ghostly Legionnaire:[/b] ? [b]Ghoul:[/b] ? [b]Ghoul King of Huros:[/b] ? [b]Ice Ghoul:[/b] ? [b]Inhuman Ghoul:[/b] ? [b]Emperor Laeren, Great Lich-Sorcerer:[/b] ? [b]Shadow, Undead Shadow:[/b] The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper. [i]Shadow Traitor[/i] spell. [b]Skeleton:[/b] [i]Animate Undead Minion[/i] spell. [i]Chardun's Army, Raise the Eternal Army[/i] spell. [b]Uncontrolled Skeleton:[/b] ? [b]Specter:[/b] The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper. [b]Wraith:[/b] The Ashen Legion also maintains an 11th Cohort, kept so secret that it is known only to the legion’s field officers (majors and above). This cohort is composed entirely of the spirits of fallen legionnaire officers who have chosen to linger on and help the Ashen Legion prosper. [b]Zombie, Mere Zombie:[/b] A humanoid slain by [a night-touched controller's life drain] attack rises 24 hours later as a zombie under the night-touched controller’s control, unless the humanoid is restored to life or its body is destroyed. [i]Animate Undead Minion[/i] spell. [i]Chardun's Army, Raise the Eternal Army[/i] spell. [b]Uncontrolled Zombie:[/b] ? Animate Undead Minion 1st-level necromancy Followers of Chardun created this spell as a means for junior clerics to enslave the dead. Priests of Chardun see this magic as a way to gain a temporary guardian and strike fear into their enemies. Over time, the rituals to perform this black magic leaked out of religious circles and became secularized, so necromancers who use arcane power can now learn this spell. Casting Time: 1 minute Range: 10 feet Components: V, S, M (part of a dead humanoid) Duration: Concentration, up to 1 hour This spell creates a temporary undead minion. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. The spell makes the bones into an undead skeleton or the corpse into a zombie (the DM has the creature’s statistics). You can use a bonus action to mentally command a creature you animated with this spell if the creature is within 30 feet of you. The creature follows your command until the task is complete. If it has no command, the target acts only to defend itself. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you animate or one additional undead for each slot level above 1st. Each creature must come from a different corpse or pile of bones. Whenever you take a bonus action to command your minions, you can give the same command to multiple creatures you animated with this spell. Chardun’s Army 3rd-level necromancy (divine, true ritual) Chardun originated this ritual, sometimes called raise the eternal army, during a crucial battle in the Titanswar. The Great General’s forces took heavy losses destroying a titanspawn horde, and Chardun had barely a moment to savor his hard-won victory when the titan Thulkas was reported approaching with another army. The Slaver knew his remaining troops would not be enough, so he devised this ritual for his worshipers to raise the remains of his original troops. His black magic won that day. Casting Time: 3 hours Range: Self (150-foot radius) Components: V, S, M (a jeweled warscepter, which is not consumed in casting) Duration: 3 days (see below) You must cast this ritual so that it ends during nighttime. Corpses and bones of Small and Medium humanoids within a 150-foot radius of you animate as up to 40 undead under your control, assuming enough remains are present. Bones become skeletons and corpses become zombies. Alternatively, you can assert control over uncontrolled skeletons or zombies in the area, but the maximum number of undead created or controlled remains limited to 40. You can use a bonus action to mentally command any creature created or controlled with this ritual, as long as the creature is within 150 feet of you. To command multiple creatures at one time, you must issue them all the same command. When the duration ends, 75 percent of the undead created with this ritual are destroyed and turn to ash. The remaining undead become uncontrolled. However, if uncontrolled undead have a clear task remaining when they become uncontrolled, they tend to keep performing that task. At Higher Levels. When you cast this ritual using a spell slot of 4th level or higher, the ritual’s radius and range of control doubles for each slot level above 3rd, to a maximum of 9,600 feet using a 9th-level slot. In addition, you can animate up to 10 more undead per slot level above 3rd. Shadow Traitor 4th-level necromancy Penumbral lords and followers of Belsameth use this spell often against their enemies, and both groups claim to have originated the spell. Casting Time: 1 action Range: 30 feet Components: S, M (a drop of tar or pitch) Duration: Instantaneous You can cast this spell only in an area where no sunlight is present. Choose one humanoid or humanoid corpse that you can see within range. The target’s shadow becomes an undead shadow. If your target is a living humanoid, the shadow attacks the target until one or the other is destroyed. If the target is killed by the shadow or is already a corpse, then the shadow is under your control for 24 hours. You can also cast this spell on an undead shadow you currently control to reassert control over it for another 24 hours, or you can include the shadow as if it were a ghoul when you cast create undead to reassert control over undead. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can choose one additional target for each slot level above 3rd. If you cast this spell to reassert control over shadows, you can reassert control over one additional shadow per slot level above 3rd. Death’s Master Starting at 17th level, you learn the finger of death spell. It counts as a cleric spell for you. You always have it prepared, and it doesn’t count against the number of spells you can prepare each day. When you cast finger of death, you may add your Wisdom modifier to the necrotic damage you deal. You apply this extra damage after the target makes its saving throw. When you kill a humanoid using finger of death, it rises under your command as any appropriate type of undead up to CR 4 that you choose, rather than rising as a mere zombie. [/QUOTE]
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