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<blockquote data-quote="Voadam" data-source="post: 8695140" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/214626/Streets-of-Zobeck-for-5th-Edition?affiliate_id=17596" target="_blank">Streets of Zobeck for 5th Edition</a></p><p>5e</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Radu Underhill, Darakhul:</strong> ?</p><p><strong>Undead Skeleton:</strong> ?</p><p><strong>Undead Creation:</strong> Seeking out Konrad, a powerful and politically-connected necromancer, is fraught with peril. He despises intrusions, and he’s likely to send conjured assassins or undead to eliminate adventurers who pester or threaten him. Searching his campus office yields a cryptic note linking him to Linnea and hinting at secrets beyond their relationship. If PCs search his off-campus lab, they encounter Konrad’s magical defenses and undead creations. </p><p><strong>Protean Zombie, Special Protean Zombie:</strong> ?</p><p><strong>Corroded Ghost of Machinery:</strong> The short and brutal rebellion saw mobs descend upon the workhouse, murder Kaple, and smash his machines. Kaple’s Ward became known as the Tarnish; a rusting corner of Lower Zobeck haunted by the corroded ghosts of machinery. </p><p><strong>Kaple, Ghost:</strong> The short and brutal rebellion saw mobs descend upon the workhouse, murder Kaple, and smash his machines. Kaple’s Ward became known as the Tarnish; a rusting corner of Lower Zobeck haunted by the corroded ghosts of machinery. </p><p>But Kaple’s death brought no rest. His ruined soul remained trapped in his workhouse, able only to whisper in the dark to his rusting machines. </p><p><strong>Standard Ghost:</strong> ?</p><p><strong>Ghoul:</strong> Darakhul Fever disease.</p><p><strong>Ghast:</strong> Darakhul Fever disease.</p><p><strong>Dread Ghoul:</strong> Darakhul Fever disease.</p><p><strong>Dread Ghast:</strong> Darakhul Fever disease.</p><p><strong>Darakhul:</strong> Darakhul Fever disease.</p><p><strong>Beggar Ghoul:</strong> ?</p><p><strong>Snarling Ghoul:</strong> ?</p><p><strong>Well-Dressed Ghoul with Heavy Jaw:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Xavier, Wight Assistant:</strong> ?</p><p><strong>Standard Wight:</strong> ?</p><p><strong>Wraith:</strong> <em>Soulforging</em> spell.</p><p><strong>Zombie, Normal Zombie:</strong> Corporeal Instability disease.</p><p>Soulforging </p><p>5th-level necromancy (ritual) </p><p>Casting Time: 1 hour (see below) </p><p>Range: Touch </p><p>Components: V, S, M (a complete mechanical body worth 10,000 gp) </p><p>Duration: Instantaneous </p><p>You and a willing humanoid subject must chant an incantation in unison during the entire casting time. At the end of this period, the subject’s soul and consciousness leave its body. The subject must make a successful DC 14 Charisma saving throw. If it fails, you take 2d10 psychic damage and 2d10 radiant damage from waves of uncontrolled energy ripping out from the disembodied spirit. You can maintain the spell, allowing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the subject’s soul is traumatically drawn back to its body; the subject immediately drops to 0 hit points and is dying. </p><p>If the save succeeds, the subject’s soul is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a gearforged. It loses all of its previous racial traits and gains gearforged traits. The subject’s original body dies and can’t be returned to life by any means unless its soul is freed from the soul gem. </p><p>If the spellcaster dies during a soulforging, the subject also dies and its soul becomes a wraith. </p><p>Up to four other spellcasters of at least 5th level can assist you in casting soulforging. Each assistant reduces the DC of the subject’s Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can’t rejoin.</p><p></p><p>CORPOREAL INSTABILITY </p><p>A living creature that is infected with corporeal instability immediately metamorphoses into a spongy, amorphous mass of fleshy material. Its flesh, bones, and organs melt, flow, writhe, and boil, so the following effects occur: </p><p>• Its speed becomes 10 feet. </p><p>• It can’t cast spells and can’t use magic items, tools, or weapons. It can make unarmed melee attacks with reach 5 feet. </p><p>• It becomes blind and deaf. </p><p>• Its items don’t transform with it but instead fall to the ground in the creature’s space. </p><p>• An affected creature repeats the saving throw at the end of its turn. On a success, the corporeal instability is suppressed for 1 minute. While the instability is suppressed, the creature reverts to its normal form. Its armor, clothing, and other gear remain scattered on the ground around it. During this minute, no saving throws against corporeal instability are necessary unless the creature is hit by both of a protean zombie’s slam attacks. After the minute of stability elapses, the affected creature must make another DC 15 Constitution saving throw at the end of its turn. On a success, it has another minute of stability; on a failure, it is again reduced to a blob of flesh and it repeats the saving throw at the end of its turn until it becomes stable again. </p><p>• The effect ends permanently (until the creature is reinfected by a protean zombie) if greater restoration or comparable magic is cast on the infected character, or if the character remains stable (in their normal form) for 3 minutes. </p><p>• An infected creature dies when it is reduced to an amorphous mass of flesh for a third time by the same corporeal instability infection. Note that it doesn’t matter how many times a creature fails the saving throw while it’s unstable; it dies from the infection only if it becomes stable twice, then fails the saving throw and becomes unstable a third time. A creature that dies this way from corporeal instability rises at the next dusk as a zombie.</p><p></p><p>DARAKHUL FEVER </p><p>Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. Failure costs the victim 1d6 Constitution damage and 1d4 Dexterity damage. The victim recovers from the disease by making successful saving throws on two consecutive days, but the accumulating Constitution damage makes this less likely with each passing day. Greater restoration cures the disease; cure disease allows the victim to make the daily Constitution check with advantage. Once the disease is cured, the victim recovers 2 Dexterity points per day naturally, but only magic can restore the lost Constitution. </p><p>Generally spread among humanoids, the disease has nonetheless been found to affect ogres, and therefore it is thought possible that other giants may be susceptible. </p><p>If the infected creature dies while infected with darakhul fever, roll 1d20, add the character’s current Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim’s body rises in. </p><p>Roll Result </p><p>00–09 None; victim is simply dead </p><p>10–16 Ghoul </p><p>17–20 Ghast </p><p>21–26 Dread Ghoul </p><p>27–30 Dread Ghast</p><p>31+ Darakhul</p></blockquote><p></p>
[QUOTE="Voadam, post: 8695140, member: 2209"] [URL=https://www.drivethrurpg.com/product/214626/Streets-of-Zobeck-for-5th-Edition?affiliate_id=17596]Streets of Zobeck for 5th Edition[/URL] 5e [b]Undead, Undead Creature:[/b] ? [b]Radu Underhill, Darakhul:[/b] ? [b]Undead Skeleton:[/b] ? [b]Undead Creation:[/b] Seeking out Konrad, a powerful and politically-connected necromancer, is fraught with peril. He despises intrusions, and he’s likely to send conjured assassins or undead to eliminate adventurers who pester or threaten him. Searching his campus office yields a cryptic note linking him to Linnea and hinting at secrets beyond their relationship. If PCs search his off-campus lab, they encounter Konrad’s magical defenses and undead creations. [b]Protean Zombie, Special Protean Zombie:[/b] ? [b]Corroded Ghost of Machinery:[/b] The short and brutal rebellion saw mobs descend upon the workhouse, murder Kaple, and smash his machines. Kaple’s Ward became known as the Tarnish; a rusting corner of Lower Zobeck haunted by the corroded ghosts of machinery. [b]Kaple, Ghost:[/b] The short and brutal rebellion saw mobs descend upon the workhouse, murder Kaple, and smash his machines. Kaple’s Ward became known as the Tarnish; a rusting corner of Lower Zobeck haunted by the corroded ghosts of machinery. But Kaple’s death brought no rest. His ruined soul remained trapped in his workhouse, able only to whisper in the dark to his rusting machines. [b]Standard Ghost:[/b] ? [b]Ghoul:[/b] Darakhul Fever disease. [b]Ghast:[/b] Darakhul Fever disease. [b]Dread Ghoul:[/b] Darakhul Fever disease. [b]Dread Ghast:[/b] Darakhul Fever disease. [b]Darakhul:[/b] Darakhul Fever disease. [b]Beggar Ghoul:[/b] ? [b]Snarling Ghoul:[/b] ? [b]Well-Dressed Ghoul with Heavy Jaw:[/b] ? [b]Lich:[/b] ? [b]Xavier, Wight Assistant:[/b] ? [b]Standard Wight:[/b] ? [b]Wraith:[/b] [i]Soulforging[/i] spell. [b]Zombie, Normal Zombie:[/b] Corporeal Instability disease. Soulforging 5th-level necromancy (ritual) Casting Time: 1 hour (see below) Range: Touch Components: V, S, M (a complete mechanical body worth 10,000 gp) Duration: Instantaneous You and a willing humanoid subject must chant an incantation in unison during the entire casting time. At the end of this period, the subject’s soul and consciousness leave its body. The subject must make a successful DC 14 Charisma saving throw. If it fails, you take 2d10 psychic damage and 2d10 radiant damage from waves of uncontrolled energy ripping out from the disembodied spirit. You can maintain the spell, allowing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the subject’s soul is traumatically drawn back to its body; the subject immediately drops to 0 hit points and is dying. If the save succeeds, the subject’s soul is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a gearforged. It loses all of its previous racial traits and gains gearforged traits. The subject’s original body dies and can’t be returned to life by any means unless its soul is freed from the soul gem. If the spellcaster dies during a soulforging, the subject also dies and its soul becomes a wraith. Up to four other spellcasters of at least 5th level can assist you in casting soulforging. Each assistant reduces the DC of the subject’s Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can’t rejoin. CORPOREAL INSTABILITY A living creature that is infected with corporeal instability immediately metamorphoses into a spongy, amorphous mass of fleshy material. Its flesh, bones, and organs melt, flow, writhe, and boil, so the following effects occur: • Its speed becomes 10 feet. • It can’t cast spells and can’t use magic items, tools, or weapons. It can make unarmed melee attacks with reach 5 feet. • It becomes blind and deaf. • Its items don’t transform with it but instead fall to the ground in the creature’s space. • An affected creature repeats the saving throw at the end of its turn. On a success, the corporeal instability is suppressed for 1 minute. While the instability is suppressed, the creature reverts to its normal form. Its armor, clothing, and other gear remain scattered on the ground around it. During this minute, no saving throws against corporeal instability are necessary unless the creature is hit by both of a protean zombie’s slam attacks. After the minute of stability elapses, the affected creature must make another DC 15 Constitution saving throw at the end of its turn. On a success, it has another minute of stability; on a failure, it is again reduced to a blob of flesh and it repeats the saving throw at the end of its turn until it becomes stable again. • The effect ends permanently (until the creature is reinfected by a protean zombie) if greater restoration or comparable magic is cast on the infected character, or if the character remains stable (in their normal form) for 3 minutes. • An infected creature dies when it is reduced to an amorphous mass of flesh for a third time by the same corporeal instability infection. Note that it doesn’t matter how many times a creature fails the saving throw while it’s unstable; it dies from the infection only if it becomes stable twice, then fails the saving throw and becomes unstable a third time. A creature that dies this way from corporeal instability rises at the next dusk as a zombie. DARAKHUL FEVER Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. Failure costs the victim 1d6 Constitution damage and 1d4 Dexterity damage. The victim recovers from the disease by making successful saving throws on two consecutive days, but the accumulating Constitution damage makes this less likely with each passing day. Greater restoration cures the disease; cure disease allows the victim to make the daily Constitution check with advantage. Once the disease is cured, the victim recovers 2 Dexterity points per day naturally, but only magic can restore the lost Constitution. Generally spread among humanoids, the disease has nonetheless been found to affect ogres, and therefore it is thought possible that other giants may be susceptible. If the infected creature dies while infected with darakhul fever, roll 1d20, add the character’s current Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim’s body rises in. Roll Result 00–09 None; victim is simply dead 10–16 Ghoul 17–20 Ghast 21–26 Dread Ghoul 27–30 Dread Ghast 31+ Darakhul [/QUOTE]
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