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<blockquote data-quote="Voadam" data-source="post: 9454958" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/221544/Forest-Kingdom-Campaign-Compendium?affiliate_id=17596" target="_blank">Forest Kingdom Campaign Compendium</a></p><p>Pathfinder 1e</p><p><strong>Mythic Banshee:</strong> ?</p><p><strong>Barrow Wight:</strong> Forlorn and fearsome, barrow wights were once warlords or princes of old. While some few came to their current state by the powerful curse of a darkling power, most earned an eternity of unlife through their own dire and dreadful predations, whether in war and conquest or in the oppression and exploitation of their own people.</p><p><strong>Boreal Wight, Typical Boreal Wight, Full-Fledged Free-Willed Boreal Wight:</strong> Spawn are under the command of the boreal wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed boreal wights.</p><p>Boreal wights are the restless dead left unburied in the evergreen forests of the north.</p><p><strong>Mythic Dullahan:</strong> ?</p><p><strong>Faliech-Wyrm:</strong> In centuries past, the king of the wild Northlands entreated a cabal of sinister necromancers known as the Faleich-Mar to create for him the penultimate undead warbeast to obliterate and devour the armies of his enemies to the south. To meet his request, the Faleich-Mar bred monstrous-sized tatzlwyrmsB3, infested them with undead leeches that drove the creatures insane, turning them into raging violent beasts before slaying them. When necromancers raised their corpses, the result proved undeniably destructive. Yet the arcane madness that once afflicted their living brains caused their deterioration, making them impossible to control in undeath. Once risen, the monstrous undead wyrms rampaged through the wildlands, sowing paths of destruction and terror. The best the necromancers could hope for was to point their volatile creations south and hope they encountered as few of their own peoples’ settlements as possible before they reached enemy territory. After numerous trials and failures, the king ordered the Faleich- Mar to abandon their efforts. Undaunted, and driven by their own desires the Faleich-Mar continued their research, slowly moving across the Northlands, seeking out remote areas to perform their work.</p><p>Each time, the results were equally chaotic and destructive. The king tried to condemn their work, until it was revealed that he had initially commissioned the cabal to construct the monstrous creatures. This revelation broke the trust of the kingdom and inspired revolt and rebellion throughout the northlands. Publicly demonized and shunned, the Faleich-Mar were driven underground where they continued their</p><p><strong>Green Child:</strong> Beneath the soured mires of the cold wastelands, black swamps, and chilling ice moors stir the remnants of man’s most horrific sins, the tumultuary corpses of wrongfully slain children. What force stirs their souls to unrest remains an enigma, for certainly the green children are evil creatures capable of perpetrating vengeful and sadistic acts upon the living. Some surmise that their violence serves as an act of justice; however, these malevolent beings lack ethics and indiscriminately attack any mortals they encounter.</p><p><strong>Slough:</strong> A slough is powerful undead creature, a former ex-druid that steals her power directly from the earth she once swore to protect. To sustain herself in undeath a slough manipulates a specially prepared dolmen known as a weirdstone to siphon life from the earth, which she then feeds upon to empower for her own dark and malevolent existence.</p><p>All slough begin as mortal druids who become corrupted by using weirdstones. Though the weirdstone can supply a mortal with great power, using these artifacts also drains the life energy of a mortal user, eventually slaying that individual and forcing its body into a constant cycle of decomposition and regeneration. Upon dying, the mortal sheds her skin and transforms into a slough.</p><p>Living ex-druids can also use a weirdstone to gain druidic powers, though in doing so the weirdstone also drains them of life. To use a weirdstone effectively the ex-druid must spend eight hours in meditation and then make Spellcraft check DC 10+ the weirdstone’s caster level. If successful, for the next 24 hours the individual gains the benefits of the weirdstone, but they permanently loses 1 point of Constitution. Constitution loss sacrificed to a weirdstone cannot be restored in any manner. In this manner, those who continually use weirdstone’s eventual die and become slough themselves.</p><p>“Slough” is an acquired template that can be added to any living creature (referred to hereafter as the base creature), provided it can create or otherwise acquire a weirdstone.</p><p><strong>Ugrohter:</strong> Born sadists, ugrohters trace their origins to the bands of psychotic pixies that in lost eons allied themselves with Kryonis-Athym, a rebellious fey overlord whose radical proposals included bonding with humans in order to expand Otherworld’s influence on the mortal planes. In the end, the lords of Otherworld sided against Kryonis, cast him out Otherworld and then slew him. The severing of this of bond caused those of his followers who had already taken up residence on the Material Plane to die. These unfortunate fey creatures then rose from the dead, gruesomely transformed into ugrohters.</p><p><strong>Mythic Banshee, Beautiful Ghostly Elven Woman:</strong> ?</p><p><strong>Barrow Wight, Deathless Warrior, Frightful Foe:</strong> </p><p><strong>Ordinary Wight That Also Possesses DR5/Magic or Silver and Has a Chilling Glare:</strong> Creatures killed by a barrow wight’s energy drain rise as ordinary wights that also possess DR 5/magic or silver and have a chilling glare (range 10 feet) equivalent to that of the barrow wight.</p><p><strong>Cannier Barrow Wight:</strong> ?</p><p><strong>Boreal Wight, Withered Corpse, Restless Dead:</strong> ?</p><p><strong>Boreal Wight Spawn:</strong> Any humanoid creature that is slain by a boreal wight may rise as a boreal wight itself in only 1d4 rounds. However, this transformation only occurs if the creature’s corpse is buried in the ground or bound with a boreal wight’s thornbind ability. If its corpse is unearthed or it is freed from the thornbind before the transformation is complete, it is merely dead and does not rise.</p><p><strong>Boreal Wight Spawn, Undead Slave-Spawn:</strong> ?</p><p><strong>Ordinary Wight, Common Wight:</strong> ?</p><p><strong>Ghostly Dullahan Coachman:</strong> ?</p><p><strong>Mythic Dullahan, Grim Headless Rider:</strong> ?</p><p><strong>Faleich-Wyrm, Terrifyingly Monstrous Rotting Corpse of a 40-Foot Long Snake With a Dragon's Head and Wickedly Clawed Forearms, Lifeless Beast, Monstrous Undead Wyrm, Volatile Creation, Monstrous Creature, Ghastly Creation, Beast, Fearsome Undead Creature, Sleeping Giant, Giant Undead Tatzylwyrm:</strong> ?</p><p><strong>Penultimate Undead Warbeast:</strong> ?</p><p><strong>Leech of Madness:</strong> Created by the Faleich-Mar, these undead leeches seek out intelligent life and latch into their flesh, attacking the nervous system and brain function and transforming the hosts into mindless, suicidal beasts.</p><p><strong>Leech of Madness, Undead Leech:</strong> ?</p><p><strong>Green Child, Gaunt Corpse of a Moss-Covered Rotting Child, Lithesome Horror, Tumultuary Corpse of a Wrongully Slain Child, Evil Creature:</strong> ?</p><p><strong>Slough, Gristly Walking Corpse, Powerful Undead Creature, Former Ex-Druid, Lord, Abomination:</strong> ?</p><p><strong>Slough Lord:</strong> ?</p><p><strong>Ugrohter, Cadaverous Pixie-Like Creature With Greenish Decaying Flesh Crawling With Maggots, Undead Fey, Tortured Fey Creatures, Pain Harvester:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Invisible Undead:</strong> ?</p><p><strong>Unnatural Creature:</strong> ?</p><p><strong>Undead Spawn:</strong> ?</p><p><strong>Mindless Corpse Animated:</strong> ?</p><p><strong>Cruel-Hearted Undying Warlord:</strong> ?</p><p><strong>Priya Nizolek, Human Ghost Commoner 2, Deathless Spirit, Vengeful Ghost, Spectral Village Woman in Soaked Rags, Half-Mad Ghost-Woman:</strong> Priya Nizolek was disconsolate when her only daughter, Fanya, took sick with a fever that would not abate, no matter how she prayed to the goddess of the mountain for healing. Long days and nights she prayed, but the village healers could do nothing and Fanya’s life slipped away. Pioska, loyal Pioska, ever her dutiful son, had sworn he would take an offering to the Istria’s mountain, imploring the goddess to restore his little sister, but she forbade him. Drowned in her grief, however, Priya never even noticed Pioska steal away to Istria’s Dolmen... not until three days later when a hunter brought back his garments, torn and bloodied where a wild beast had fallen upon him in the wood. Mad with grief, Priya seized her daughter’s dead body and her son’s bloody clothes to take them the goddess’ mountain, to demand satisfaction. The goddess would answer to her! She would answer for abandoning her faithful servant Priya in her greatest need, leaving her desolate and alone. Delirious from hunger and exhaustion, Priya deposited her grisly burden upon Istria’s Dolmen, barely clinging to sanity in her grief and anger. As Priya started to pray, a raven circled down from the rocks, alighting on Fanya’s corpse. Appalled as the carrion bird began to feast, Priya leaped up in a blind rage and hurled herself at the raven, in heedless pursuit as it flapped wildly trying to escape. In her headlong rush, Priya scarcely noticed when the snow-shrouded scree atop Falls of Istria gave way and she plummeted to her doom. But sometimes a mother’s grief and rage are stronger than death…</p><p><strong>Lich, Full Lich:</strong> ?</p><p><strong>Ancient Lich:</strong> ?</p><p><strong>Atrophied Lich:</strong> ?</p><p><strong>Demilich:</strong> ?</p><p><strong>Umbral Wood, Sentient Land Lich:</strong> Perhaps it was once the home of a winter-worshiping assassin-warrior cult, uprooted and destroyed; yet the land itself had achieved a kind of sentience ... and with it, something that we might understand as lich-dom.</p><p><strong>Tyrannical Lich:</strong> ?</p><p><strong>Bloodthirsty Vampire-Pince:</strong> ?</p><p><strong>Standard Zombie:</strong> ?</p><p><strong>Zombie Beast:</strong> ?</p></blockquote><p></p>
[QUOTE="Voadam, post: 9454958, member: 2209"] [URL=https://www.drivethrurpg.com/product/221544/Forest-Kingdom-Campaign-Compendium?affiliate_id=17596]Forest Kingdom Campaign Compendium[/URL] Pathfinder 1e [b]Mythic Banshee:[/b] ? [b]Barrow Wight:[/b] Forlorn and fearsome, barrow wights were once warlords or princes of old. While some few came to their current state by the powerful curse of a darkling power, most earned an eternity of unlife through their own dire and dreadful predations, whether in war and conquest or in the oppression and exploitation of their own people. [b]Boreal Wight, Typical Boreal Wight, Full-Fledged Free-Willed Boreal Wight:[/b] Spawn are under the command of the boreal wight that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed boreal wights. Boreal wights are the restless dead left unburied in the evergreen forests of the north. [b]Mythic Dullahan:[/b] ? [b]Faliech-Wyrm:[/b] In centuries past, the king of the wild Northlands entreated a cabal of sinister necromancers known as the Faleich-Mar to create for him the penultimate undead warbeast to obliterate and devour the armies of his enemies to the south. To meet his request, the Faleich-Mar bred monstrous-sized tatzlwyrmsB3, infested them with undead leeches that drove the creatures insane, turning them into raging violent beasts before slaying them. When necromancers raised their corpses, the result proved undeniably destructive. Yet the arcane madness that once afflicted their living brains caused their deterioration, making them impossible to control in undeath. Once risen, the monstrous undead wyrms rampaged through the wildlands, sowing paths of destruction and terror. The best the necromancers could hope for was to point their volatile creations south and hope they encountered as few of their own peoples’ settlements as possible before they reached enemy territory. After numerous trials and failures, the king ordered the Faleich- Mar to abandon their efforts. Undaunted, and driven by their own desires the Faleich-Mar continued their research, slowly moving across the Northlands, seeking out remote areas to perform their work. Each time, the results were equally chaotic and destructive. The king tried to condemn their work, until it was revealed that he had initially commissioned the cabal to construct the monstrous creatures. This revelation broke the trust of the kingdom and inspired revolt and rebellion throughout the northlands. Publicly demonized and shunned, the Faleich-Mar were driven underground where they continued their [b]Green Child:[/b] Beneath the soured mires of the cold wastelands, black swamps, and chilling ice moors stir the remnants of man’s most horrific sins, the tumultuary corpses of wrongfully slain children. What force stirs their souls to unrest remains an enigma, for certainly the green children are evil creatures capable of perpetrating vengeful and sadistic acts upon the living. Some surmise that their violence serves as an act of justice; however, these malevolent beings lack ethics and indiscriminately attack any mortals they encounter. [b]Slough:[/b] A slough is powerful undead creature, a former ex-druid that steals her power directly from the earth she once swore to protect. To sustain herself in undeath a slough manipulates a specially prepared dolmen known as a weirdstone to siphon life from the earth, which she then feeds upon to empower for her own dark and malevolent existence. All slough begin as mortal druids who become corrupted by using weirdstones. Though the weirdstone can supply a mortal with great power, using these artifacts also drains the life energy of a mortal user, eventually slaying that individual and forcing its body into a constant cycle of decomposition and regeneration. Upon dying, the mortal sheds her skin and transforms into a slough. Living ex-druids can also use a weirdstone to gain druidic powers, though in doing so the weirdstone also drains them of life. To use a weirdstone effectively the ex-druid must spend eight hours in meditation and then make Spellcraft check DC 10+ the weirdstone’s caster level. If successful, for the next 24 hours the individual gains the benefits of the weirdstone, but they permanently loses 1 point of Constitution. Constitution loss sacrificed to a weirdstone cannot be restored in any manner. In this manner, those who continually use weirdstone’s eventual die and become slough themselves. “Slough” is an acquired template that can be added to any living creature (referred to hereafter as the base creature), provided it can create or otherwise acquire a weirdstone. [b]Ugrohter:[/b] Born sadists, ugrohters trace their origins to the bands of psychotic pixies that in lost eons allied themselves with Kryonis-Athym, a rebellious fey overlord whose radical proposals included bonding with humans in order to expand Otherworld’s influence on the mortal planes. In the end, the lords of Otherworld sided against Kryonis, cast him out Otherworld and then slew him. The severing of this of bond caused those of his followers who had already taken up residence on the Material Plane to die. These unfortunate fey creatures then rose from the dead, gruesomely transformed into ugrohters. [b]Mythic Banshee, Beautiful Ghostly Elven Woman:[/b] ? [b]Barrow Wight, Deathless Warrior, Frightful Foe:[/b] [b]Ordinary Wight That Also Possesses DR5/Magic or Silver and Has a Chilling Glare:[/b] Creatures killed by a barrow wight’s energy drain rise as ordinary wights that also possess DR 5/magic or silver and have a chilling glare (range 10 feet) equivalent to that of the barrow wight. [b]Cannier Barrow Wight:[/b] ? [b]Boreal Wight, Withered Corpse, Restless Dead:[/b] ? [b]Boreal Wight Spawn:[/b] Any humanoid creature that is slain by a boreal wight may rise as a boreal wight itself in only 1d4 rounds. However, this transformation only occurs if the creature’s corpse is buried in the ground or bound with a boreal wight’s thornbind ability. If its corpse is unearthed or it is freed from the thornbind before the transformation is complete, it is merely dead and does not rise. [b]Boreal Wight Spawn, Undead Slave-Spawn:[/b] ? [b]Ordinary Wight, Common Wight:[/b] ? [b]Ghostly Dullahan Coachman:[/b] ? [b]Mythic Dullahan, Grim Headless Rider:[/b] ? [b]Faleich-Wyrm, Terrifyingly Monstrous Rotting Corpse of a 40-Foot Long Snake With a Dragon's Head and Wickedly Clawed Forearms, Lifeless Beast, Monstrous Undead Wyrm, Volatile Creation, Monstrous Creature, Ghastly Creation, Beast, Fearsome Undead Creature, Sleeping Giant, Giant Undead Tatzylwyrm:[/b] ? [b]Penultimate Undead Warbeast:[/b] ? [b]Leech of Madness:[/b] Created by the Faleich-Mar, these undead leeches seek out intelligent life and latch into their flesh, attacking the nervous system and brain function and transforming the hosts into mindless, suicidal beasts. [b]Leech of Madness, Undead Leech:[/b] ? [b]Green Child, Gaunt Corpse of a Moss-Covered Rotting Child, Lithesome Horror, Tumultuary Corpse of a Wrongully Slain Child, Evil Creature:[/b] ? [b]Slough, Gristly Walking Corpse, Powerful Undead Creature, Former Ex-Druid, Lord, Abomination:[/b] ? [b]Slough Lord:[/b] ? [b]Ugrohter, Cadaverous Pixie-Like Creature With Greenish Decaying Flesh Crawling With Maggots, Undead Fey, Tortured Fey Creatures, Pain Harvester:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Invisible Undead:[/b] ? [b]Unnatural Creature:[/b] ? [b]Undead Spawn:[/b] ? [b]Mindless Corpse Animated:[/b] ? [b]Cruel-Hearted Undying Warlord:[/b] ? [b]Priya Nizolek, Human Ghost Commoner 2, Deathless Spirit, Vengeful Ghost, Spectral Village Woman in Soaked Rags, Half-Mad Ghost-Woman:[/b] Priya Nizolek was disconsolate when her only daughter, Fanya, took sick with a fever that would not abate, no matter how she prayed to the goddess of the mountain for healing. Long days and nights she prayed, but the village healers could do nothing and Fanya’s life slipped away. Pioska, loyal Pioska, ever her dutiful son, had sworn he would take an offering to the Istria’s mountain, imploring the goddess to restore his little sister, but she forbade him. Drowned in her grief, however, Priya never even noticed Pioska steal away to Istria’s Dolmen... not until three days later when a hunter brought back his garments, torn and bloodied where a wild beast had fallen upon him in the wood. Mad with grief, Priya seized her daughter’s dead body and her son’s bloody clothes to take them the goddess’ mountain, to demand satisfaction. The goddess would answer to her! She would answer for abandoning her faithful servant Priya in her greatest need, leaving her desolate and alone. Delirious from hunger and exhaustion, Priya deposited her grisly burden upon Istria’s Dolmen, barely clinging to sanity in her grief and anger. As Priya started to pray, a raven circled down from the rocks, alighting on Fanya’s corpse. Appalled as the carrion bird began to feast, Priya leaped up in a blind rage and hurled herself at the raven, in heedless pursuit as it flapped wildly trying to escape. In her headlong rush, Priya scarcely noticed when the snow-shrouded scree atop Falls of Istria gave way and she plummeted to her doom. But sometimes a mother’s grief and rage are stronger than death… [b]Lich, Full Lich:[/b] ? [b]Ancient Lich:[/b] ? [b]Atrophied Lich:[/b] ? [b]Demilich:[/b] ? [b]Umbral Wood, Sentient Land Lich:[/b] Perhaps it was once the home of a winter-worshiping assassin-warrior cult, uprooted and destroyed; yet the land itself had achieved a kind of sentience ... and with it, something that we might understand as lich-dom. [b]Tyrannical Lich:[/b] ? [b]Bloodthirsty Vampire-Pince:[/b] ? [b]Standard Zombie:[/b] ? [b]Zombie Beast:[/b] ? [/QUOTE]
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